Battletech Campaign System 2.1

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The document outlines rules for a Battletech campaign that allows players to track their mechwarrior pilots over multiple battles. The campaign focuses on the 4th succession war and early clan invasion eras.

The main factions are the alliance of House Davion and House Steiner versus the alliance of House Kurita and House Liao. House Marik is neutral but may side with either alliance. Mercenary forces can also fight for either side.

Pilots earn experience points from battles that can be spent to upgrade skills and purchase advantages. They earn honor points from in-game actions that can be spent to purchase technology, modify mechs, or modify rolls. These points allow pilots to progress over multiple battles.

Battletech Campaign Rules – v2.

1 June 2018

BATTLETECH CAMPAIGN
SYSTEM
Note: These campaign rules are built for play within the Battletech system, and are not intended for any
commercial purpose whatsoever.

V 2.1 – June 2018

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Battletech Campaign Rules – v2.1 June 2018

Introduction
The purpose of this rules set is to create a campaign environment in which players can track the progress of their
Battletech pilots over a career, while having the strategic element largely abstracted.

Players of this campaign system will generate at least one Battlemech Pilot, though most will want to have at least
one backup in case their first is injured an unable to go on a given mission.

Note that pilots may choose to be of any affiliation, the faction distinctions are left simplistic in this initial version
of the rules. Note however that as the campaign progresses, factions will change (see ​Clan Invasion​ below).

Structure
The campaign structure is simple. Initially, each player controls a Mechwarrior who is a pilot either for one of the
great houses, or for a mercenary company. Each mission, players randomly select what side they are on, and then
select a pilot to play. The mission is determined by the ratio of the Battle Value (BV) of the two sides, as modified
by pilot experience level. This yields a ratio, which determines the type of mission played. Then each mission is
set up using the specific rules for that mission, the battle played, and then post-battle results recorded which may
affect the experience growth of the mechwarriors themselves.

The timeframe for this is set during the era of the 4th succession war and early clan-invasion. Pilots will initially
have access only to standard 3025-era technology, but as they progress may purchase access to improved
technology that is derivative of old Star League technology or (after the Clan invades) even newer Clan technology.
The technology is accessed through their house, which over time will gain new technology through efforts of their
best and brightest (you).

Two primary sides exist in the war... the formal alliance of Davion and Steiner... and the alliance-of-convenience of
Kurita and Liao. Mercenary companies exist and fight on either side, and thus a Mercenary unit may fight for
either side. Finally, House Marik is formally neutral, but may *also* fight for either side... effectively as
mercenaries (indicating that they found themselves on different sides at times). Once the clan-invasion occurs, the
sides change to Clan vs. Inner Sphere, and the houses band together as one.

During the play of the game, pilots will earn a variety of types of points which will be expended to gain access to
better mechs or technology, improve their skills, or even purchase special advantages which will significantly affect
their battlefield effectiveness. There is no mechanism for "retirement" as pilots often fought until legendary status
in the Battletech mythos.

Elements
All pilots will start with two or more mechs, two skills, and 90 points to tweak themselves with. They will then earn
two types of points during gameplay.

● Experience points - These will be accumulated and spent in order to upgrade their two primary skills, or
purchase advantages. Note that with improved skills comes rank… and with rank comes access to a
greater variety of mechs.
● Honor points - These are gained (or lost) for actions on the battlefield, and can be used to purchase
technology access, to modify mechs, or to modify rolls (both on and off the battlefield).

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Mechwarrior Generation
Each inner-sphere pilot begins with a base as follows:

Piloting​ – 6
Gunnery – ​5
Experience​ – 90

New Mechwarriors then spend their 90 points to purchase advantages, or to upgrade their existing skills above.
Points left over are retained as Experience Points. This works on the following chart (note costs are cumulative,
you must buy your way up the list... Piloting 5, then Piloting 4, etc):

Piloting Skill Cost Gunnery Skill Cost


5 10 4 20
4 20 3 40
3 40 2 80*
2 80* 1 160*
1 120* 0 240*
0 160* -1 320*
-1 200* -2 400*

* = May not purchase at pilot generation, only through experience.

In addition to the above, Mechwarriors may purchase advantages. Costs of advantages are listed with the
advantage...

Advantages available are as follows:

● EDGE​ ​(​30 POINTS​)


This Mechwarrior may reroll one roll per mission. The second result must be accepted. This advantage
may only be purchased once. This may be saved for post-mission results.

● NATURAL TACTICIAN (​40 POINTS​)


This Mechwarrior gains a +1 to initiative rolls in all mechs. This advantage may only be purchased once.

● NATURAL PILOT (​30 POINTS​)


This Mechwarrior may reroll any piloting roll. This may be combined with Edge. This advantage may only
be purchased once. Note that a physical attack is *not* a “piloting roll”, though it is based on piloting
skill.

● DODGY (​30 POINTS​)


This Mechwarrior may elect to forgo their own physical attack phase and gain in exchange for a +2 against
all physical attacks (enemies attacking this Mechwarrior with physical attacks suffer a +2 penalty that
turn). This may only be purchased once.

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● TOUGHNESS (​20 POINTS​)


This Mechwarrior gains a +2 to all consciousness rolls and only suffers one point of damage from ammo
explosions. This may only be purchased once.

● MELEE SPECIALIST (​40 POINTS​)


This Mechwarrior may either gain a -1 modifier to all physical attacks, or they may inflict +1 damage with
all physical attacks. This advantage may be purchased up to two times (in which case the Mechwarrior
will gain BOTH a +1 damage and a -1 modifier to hit with all physical attacks).

● MANEUVERING ACE (​20 POINTS​)


This Mechwarrior may use the “sideslip” maneuver with a bipedal mech, as if it were a quadruped mech.
Additionally, this Mechwarrior gains a -1 modifier on all skidding rolls.

● MARKSMAN (​30 POINTS​)


This Mechwarrior may fire one weapon as if equipped with a Clan Targeting Computer if the Mechwarrior
is entirely stationary that turn. This advantage may be purchased only once.

● WEAPON SPECIALIST (​40 POINTS​)


This Mechwarrior gains a cumulative -1 to hit modifier with one specific weapon type (eg, Medium Laser).
This advantage may be purchased multiple times, but only once per weapon type. While a Mechwarrior
might use this to become an effectively better gunner overall eventually, this is a very expensive way to
do this.

● WEALTHY (​10 POINTS​)


This Mechwarrior has personal resources. They have access to an additional Mech. This may be
purchased with honor OR experience.

● WELL CONNECTED (​20 POINTS​)


This Mechwarrior has connections. Any time a mechwarrior sends one of his mechs to the mod bay, he
reduces the overall visit cost by up to 5 Honor. This allows a well-connected pilot to make lots of small
incremental mech modifications. This may be purchased with honor OR experience.

● CLIMBING THE RANKS (​20, 40 OR 60 POINTS​)


This Mechwarrior has been granted access to mechs beyond what his rank would normally allow. For each
level of this advantage purchased, a Mechwarrior may roll a new or replacement mech on a chart one
higher then specified by his rank. This advantage may be purchased up to three times, costing 20 points
for the first level, 40 points for the second level, and 60 points for the third level. No mech warrior may
ever fly a mech more than three levels above what their rank allows. This may be purchased with honor
OR experience.

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Rank
Pilot ranks are based on pilot skill levels. In the universe of Battletech, you earn your way to the top by skill on the
battlefield… and the weak don’t survive long. As such, pilots will increase in rank level as their pilot and gunnery
skills improve. Note that the names of the ranks do vary by faction. These differences have no effect on gameplay,
as all rank equivalents are considered equal.

(Rank Total MECH Steiner Kurita Liao Marik Davion Mercenary


Level) Skill
1 10+ Scout PFC Gunjin Shia-ben PFC PFC PFC
(20-25 -bing
tons)
2 9 Light Corporal Go-Cho San-ben Corporal Corporal Corporal
(30-35 -bing
tons)
3 8 Medium Sergeant Gunsho Se-ben- Sergeant Sergeant Sergeant
(40-45 bing
tons)
4 7 Fire Sgt. Major Shujin Yi-si-be Mstr. Sgt. Sgt. Major Command
(50-55 n-bing Sgt.
tons)
5 6 Heavy Leutnant Chu-i Sao-wei Lieutenant Leftenant Lieutenant
(60-65
tons)
6 5 Command Hauptmann Tai-i Sang-we Captain Captain Captain
(70-75 i
tons)
7 4 Assault Kommandant Sho-sa Sao-sha Force Major Major
(80-85 o Cmdr
tons)
8 3- Siege (90+ Colonel Tai-sa Sang-sh Colonel Colonel Colonel
tons) ao

Basic rate of progress is simple... pilots gain rank based entirely on the combination of their two skills, pilot and
gunnery. The lower those values (and thus more skilled the pilot) go, the higher their rank and thus the higher
their access to mechs.

Note that when a pilot is promoted, they immediately gain a new mech of the class they just gained access to. This
is mandatory. They must replace a mech of their choice that they currently have access to.
Mechs
Every pilot will start with access to at least two mechs. Each mission, the pilot may choose which of his/her mechs
to drive. This will allow players to more readily balance sides, if desired. As noted above, players may purchase an
additional mech slot by buying the "Wealthy" advantage.
If a pilot loses a Mech, after the battle (if the pilot survives) the pilot may replace that mech from the ​Standard
Mechs Table​. Note that if a pilot rolls on a table below their maximum based on rank (climbing the ranks
advantage does ​NOT ​count), they may modify their roll by +/- 1 for each level of access above what they choose to
replace with. For instance, if a pilot has reached the rank of Lieutenant and gained Heavy access... and they
choose to replace with a Fire mech, they may shift their die roll by +/- 1... but if they went with an Light, they could
shift by +/- 3. This shift is after the die roll. If a mech exists on the alternate table in the same slot as rolled on the
standard table, the mech warrior may choose this mech, instead of the standard version at no additional cost.

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Note also that each faction has their own set of tables. Note also that mech class is based on mech tonnage. The
tonnage breakdowns are as follows:

Mech Class Tonnage


Scout Mech 20 - 25 tons
Light Mech 30 - 35 tons
Medium Mech 40 - 45 tons
Fire Mech 50 - 55 tons
Heavy Mech 60 - 65 tons
Command Mech 70 – 75 tons
Assault Mech 80 – 85 tons
Siege Mech 90 – 100 tons

Pilot Advancement
As pilots fight, they gain experience which can be spent to purchase new skills. Experience points are gained in the
following fashion:
● 1d6 experience points for doing damage to at least one enemy mech during a mission.
● 1d6 experience points for destroying an internal component (successful critical) to at least one enemy
mech during a mission. (Pilot wounds specifically caused by striking the head location with an attack
counts)
● 1d6 experience points for EACH kill on an enemy mech (internal damage or crit to a mech which later was
destroyed)
● 1d6 experience points for participating in a mission
● Variable experience points from receiving a decoration
● Variable experience points for completing specific mission objectives
Experience gained is accumulated until a player wishes to expend that experience to purchase a skill or advantage
upgrade. All events are cumulative... so if a pilot shoots a mech, hits armor, internal, and then blows it up... they
get 3d6 experience points.

Decorations
Pilots that perform particularly well gain a decoration. This translates to both additional experience and
promotion points, as follows:
Event Decoration Gain
Singly destroyed an enemy mech Bravery Ribbon 2d6 experience points, 2d6 honor
worth at least their own MMV. points
Singly destroyed an enemy mech Valour Ribbon (supercedes 4d6 experience points, 4d6 honor
worth at least 1.5x your value Bravery Ribbon) points
Singly destroyed an enemy mech Heroism Ribbon (supercedes 8d6 experience points, 8d6 honor
worth at least 1.5x your value while Bravery or Valour Ribbon) points
suffering at least two critical hits and
at least two pilot hits.
Participated in the destruction of at Star of Battle 3d6 experience points, 3d6 honor
least three enemy mechs points
Defeated the last three enemy mechs Star of Defiance (supercedes 6d6 experience points, 6d6 honor
after being the last mech standing in Star of Battle) points
your force

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Suffered a wound from enemy fire Star of Dang 2d6 experience points, 2d6 honor
on a mission begun where the pilot points
was already wounded
Received a commendation from the Star of Commendation 1d6 promotion points, 1d6 honor
mission commander points

Note that only a single "Ribbon” and a single "Star" can be received on any given mission. In any case where a pilot
has earned multiple of either, they may choose the award received (Star of Deng and Star of Battle, for example).

Honor Points
Honor points are gained mostly through decorations, and represent the equivalent of "favor points" from the
Interceptor system. Honor points are used primarily for modification of existing mechs (see ​Customizing Mechs​),
but can also be used for several things listed below.
Players may spend 10 honor points to reroll any die roll. This can be done repeatedly, as long as the pilot has
honor. While expensive, it can be a life saver… literally.
Pilots may spend honor points to modify a roll on the replacement mech chart after rolling, in order to get a
specific mech that they desire. This costs 5 honor points per +/- 1 shift on the chart.
Pilots may spend honor points to purchase access to new technology for their House and upgrade existing House
mechs. See the ​Technology ​section below for details.
Honor points are gained as follows:

● 1d6 honor points for EACH kill on an enemy mech (internal damage or crit to a mech which later was
destroyed)
● 1d6 honor points for suffering a wound
● Variable honor from receiving a decoration
● Variable honor from mission results

Familiarity
As pilots fight with a specific mech, they gain knowledge about the quirks and special abilities of that mech. This is
reflected with familiarity points. With sufficient familiarity, a pilot gains skill points that apply ONLY in that specific
mech. If that mech is lost and replaced (even with an identical model of mech) that familiarity is lost. Note that, as
with all other such charts, the familiarity gained is cumulative...

Condition Familiarity Gain


Inflicted armor damage to at least one enemy mech during a mission 1 familiarity point
Inflicted internal structure damage to at least one enemy mech during a 4 familiarity points
mission
Participated in the destruction of an enemy mech (did internal structure 5 familiarity points
damage to a mech that subsequently was destroyed)

For every ​30​ familiarity points a pilot has with a specific mech, they reduce their piloting and gunnery skills by 1 for
that specific mech. Thus, a pilot with 75 familiarity points would be at a -2 piloting and a -2 gunnery for that one
mech.

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Note that if a mech is modified in any way through the customization rules, the familiarity points are reduced by
one familiarity point for each honor point spent on the change being made (based on actual cost of change, not
including Bay cost or deductions from talents or tech research).

Once a pilot has gained 30 familiarity in a mech (in its current configuration) they may choose to place that variant
on the appropriate alternate mech chart.

Customizing Mechs
Mechs may be customized by their pilots, at a cost of honor points. Pilots are not actually “paying” for the parts,
but are rather calling in favors to get the modifications made.

To customize a mech, a pilot must first spend 5 honor points (bay cost), for getting permission from their unit
commander to modify the mech. Pilots must then spend honor points for each change, according to the chart
below.

The following things are considered a change, and have the listed costs:

Modification Honor Cost


Adding or removing a system to or from any single 1 honor per location modified up to the maximum
standard location (arm, leg, torso, etc) of 8*

Retrofit mech for Omni conversation 6 honor + (1 point / 5 tons of total omni pod
space round up)****

Omnimech Pod creation 1 honor per location where equipment will be


installed (number of pods required) + total cost of
the equipment to be installed in the pods.
Internal Structural modification (engine, structure, 8 honor points*
myomer)

External Retrofit (Make mech jump capable, change 3 Honor points


armor configuration)

Engine Modification (XL, Double Heat Sinks) 8 honor points**

Purchase Level 1 technology parts 1 honor point***

Purchase Level 2 technology parts 2 honor points***

*=Internal Structure changes are considered to modify all 8 standard locations on a mech, so no further
modification cost must be paid for additional changes to those locations on a single visit.
**=This fee must only be paid once per visit, even if both XL and double heat sink technology are installed during
the same modification.
***=This charge is paid per unit (i.e 3 medium lasers costs 3 honor) except for heat sinks, which are purchased in
groups of up to 5.
****=Note that all other modification costs to create the Omni-Base mech must be paid in addition to retrofit cost
and a finalized base unit must be submitted for reference
Additionally, pilots must have access to the specific technology that they wish to add through their house, or via
appropriate house affiliations. This is not an issue if normal technology is being installed, but if more advanced

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technology is desired it requires special access only gained through house specific research. See ​Technology​ below
for more details.
Note that modifying a mech takes that mech out of action for a period of time. A mech is considered "unavailable"
for one mission if less than 8 points are spent in modification costs (this excludes technology purchase costs) or
two missions otherwise.

Technology
Standard technology available to all pilots is the normal "3025" tech. However, more advanced 3055 technology
bases exist in this campaign (including Clan technology). Access to this tech, however, is expensive. In order to
gain access to advanced technology a mechwarrior must spend some of their Honor. This unlocks *one* individual
technology for your house. Only enough technology has been unlocked, the Clan Invasion begins. Eventually we
will add Jihad technology, unlockable after the Clan Invasion has taken place (details below).
Note that technology, once purchased, remains accessible to that house forever. It also becomes available to your
alliance house (Davion/Steiner or Kurita/Liao) but costs 50% additional honor (FRU).
The honor cost to unlock a technology is 20. Houses with a specialty can buy certain technologies at a reduced cost
(15 Honor) to account for this specialization.
As noted above, each house gets a price break on technology that is oriented towards them. List of house price
breaks:
● Kurita – All Pulse and ER energy weapons
● Liao – MASC, TSM, Ferro Fibrous, Narc, Anti-Missile System, Beagle, Guardian ECM, TAG, C3, and Artemis
IV technology
● Steiner – MRM and Streak technology
● Davion – Ultra AC, LBX, and Gauss technology
● Marik – House Marik gains access to all technologies at a cost of 17 honor
● Mercenary – Special Rules
XL Engine, Double Heat Sinks, and Endo-Steel are not associated with any technology group (they are themselves a
group for the purposes of the clan invasion, however).
Special Rules: Mercenaries may buy technology for themselves individually if they wish, but that technology is lost
if the pilot is killed. Alternatively, Mercenary Pilots may spend 5 honor points to temporarily ally themselves with a
single house (they do not get access to affiliate house technology this way) and purchase available level 2
technology from the house at double normal cost. They remain an ally of that house for the purpose of purchasing
technology until they spend another 5 Honor to ally themselves with another house. Mercenary pilots may roll
replacement mechs on the chart of the house they are currently allied with instead of their own.
There are additional benefits to be gained from researching technology for your house.
If a pilot sends one of his mechs in for modification to incorporate a new technology which he has just purchased,
the mechwarrior may subtract 7 honor points from the final honor cost of the modification.
Additionally, once a pilot has personally unlocked three technologies for his house, he is gifted a mech using the
following rules for selection. This also applies for the 6​th​, 9​th​, 12​th​, etc. technology researched by a single pilot.
A: The mech must be of a weight class available to the mechwarrior based on rank (climbing the ranks included)
B: The mech may only include technologies that have been researched by their given house (or current house
affiliation in the case of mercenaries) from the list above or are currently installed on one of their own mechs via
customization.
If the selected mech has some affiliation with the mechwarriors given House (or affiliated house in the case of
Mercenaries) and was designed on or before 3055 within the Battletech universe, the mech is considered to be
worthy of manufacture and may be placed immediately on the alternate slot chart for their House. Otherwise, the

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mech is considered by the House to be “experimental” and must follow standard familiarity rules to be considered
for manufacture and placement on the list.
Pilots may also spend 5 honor points to initiate a manufacturing upgrade to any existing mech on their House chart
(assuming a “level 2” variant exists in the Battletech universe for the time period). This mech does not need to be
of a weight class currently available to the mechwarrior, but the upgrade does need to align with rules above
regarding available technology. The mech variant is immediately placed on the alternate mech list opposite the
original mech. Once a given pilot has upgraded three mechs for his current House, the mechwarrior is gifted a
mech following the same guidelines as those for researching technology listed above. This also applies for the 6​th​,
9​th​, 12​th​, etc. mech upgraded by a single pilot.

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House Technology Tracker​ (​K​-- Kurita, ​L​-- Liao, ​S​-- Steiner, ​D​-- Davion, ​M​-- Marik)
Small Pulse Laser ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M MASC K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M ​
Medium Pulse Laser ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M Triple Strength Myomer K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M ​
Large Pulse Laser ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M Ferro Fibrous Armor K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M ​
ER Small Laser ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M Narc Beacon K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M ​
ER Medium Laser ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M Anti-Missile System K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M ​
ER Large Laser ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M Beagle Probe K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M ​
ER PPC ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M Guardian ECM K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M ​
MRM 10* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M TAG K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M ​
MRM 20* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M C3 K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M​
MRM 30* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M Artemis IV K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M

MRM 40* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M
Streak SRM 2* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M XL Engine K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M ​
Streak SRM 4* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M Double Heat Sinks K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M​
Streak SRM 6* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M Endo-Steel Structure K ​☐​L, ☐
☐​ ​ S​, ​☐​D, ​☐M

Ultra AC 2* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M
Ultra AC 5* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M
Ultra AC 10* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M
Ultra AC 20* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M
LB 2-X AC* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M
LB 5-XAC* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M
LB 10-XAC* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M
LB 20-XAC* ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M
Light Gauss Rifle ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M
Gauss Rifle ☐​K ​☐​L, ​☐S​, ​☐​D, ​☐​M

*= Researching this technology grants your house access to CASE armor technology if not already available.

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Post-Clan Invasion Inner Sphere Technology Tracker​ (​IS​—Inner Sphere)


Small Pulse Laser ☐​IS MASC ☐​
IS
Medium Pulse Laser ☐​IS Triple Strength Myomer ☐​
IS
Large Pulse Laser ☐​IS Ferro Fibrous Armor ☐​
IS
ER Small Laser ☐​IS Narc Beacon ☐​
IS
ER Medium Laser ☐​IS Anti-Missile System ☐​
IS
ER Large Laser ☐​IS Beagle Probe ☐​
IS
ER PPC ☐​IS Guardian ECM ☐​
IS
MRM 10* ☐​IS TAG ☐​
IS
MRM 20* ☐​IS C3 ☐​
IS
MRM 30* ☐​IS Artemis IV ☐​
IS
MRM 40* ☐​IS
Streak SRM 2* ☐​IS XL Engine ☐​
IS
Streak SRM 4* ☐​IS Double Heat Sinks ☐​
IS
Streak SRM 6* ☐​IS Endo-Steel Structure ☐​
IS
Ultra AC 2* ☐​IS
Ultra AC 5* ☐​IS
Ultra AC 10* ☐​IS
Ultra AC 20* ☐​IS
LB 2-X AC* ☐​IS
LB 5-XAC* ☐​IS
LB 10-XAC* ☐​IS
LB 20-XAC* ☐​IS
Light Gauss Rifle ☐​IS
Gauss Rifle ☐​IS

(note: the above chart is just a handy reference for Post-Clan Invasion IS to note which techs they begin the
invasion with, and which effectively now become part of the below list and must be purchased still)
Post-Clan Invasion Inner Sphere Technology Tracker​ (​IS​ – Inner Sphere)
ER Flamer (3) ☐​IS Targeting Computer ☐​
IS
Heavy Flamer (3) ☐​IS Improved C3 ☐​
IS
Anti Personnel Pod ☐​IS Improved NARC ☐​
IS

RAC 2 ☐​IS Stealth Armor ☐​


IS
RAC 5 ☐​IS Armored Cowl (3) ☐​
IS
Lt AC 2 (3) ☐​IS Sword ☐​
IS
Lt AC 5 (3) ☐​IS
Light PPC (3) ☐​IS Omni Technology ☐​
IS
Heavy PPC (3) ☐​IS Light Fusion Engine ☐​
IS
Snub-Nose PPC (3) ☐​IS
Plasma Rifle ☐​IS
Rocket Launcher 10 ☐​IS Inferno Ammo (SRM2) ☐​
IS
Rocket Launcher 15 ☐​IS Heavy Gauss Rifle ☐​
IS
Rocket Launcher 20 ☐​IS
MML 3 ☐​IS Anything with a (3) after it means it is a
MML 5 ☐​IS Level 3 Technology in HMPro
MML 7 ☐​IS
MML 9 ☐​IS

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Clan Technology Tracker​ (​C​ – Clan)


Heavy Flamer (3) ☐​C ER Micro ☐​
C
ER Flamer (3) ☐​C Micro Pulse Laser ☐​
C
Anti Personnel Gauss ☐​C Plasma Cannon ☐​
C

ATM 3 ☐​C Heavy MG ☐​


C
ATM 6 ☐​C Light MG ☐​
C
ATM 9 ☐​C Claw ☐​
C
ATM12 ☐​C Armored Cowl (3) ☐​
C
HAG 20 ☐​C
HAG 30 ☐​C
HAG 40 ☐​C
Heavy Large Laser ☐​C
Heavy Medium Laser ☐​C
Heavy Small Laser ☐​C

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Clan Invasion
After all categories of technology have been researched at least once by at least two houses, the game shifts
considerably as the Clans invade the Inner Sphere. This results in the following:
● Walk through the Global & Pilot actions of the To the Front! description below.
● All pilots currently active are merged into one side as the “Inner Sphere”. However, individual house
mech charts remain individual.
● Pilots may roll replacement mechs from any other house’s chart at a cost of 5 honor.
● All house technology trees are merged into a single tracker.
● All technology unlock prices are 20 honor.
● All remaining “Level 1” mechs on the standard mech charts for the Inner Sphere are replaced with “level
2” versions.
● All players should roll a Clan Pilot using the charts below.
● All battles now become “Clan vs. Inner Sphere”, and some new missions become available.

To the Front!
At the end of any gaming session in which the technology research has met the requirements for the Clan invasion,
the process may begin. For the duration of time until the beginning of the next gaming session, the transition
process occurs, including but not limited to the following actions.

Global Actions
1. Pause the world at the 11th hour right before the Clan invasion hits. If you want, spend your honor
however you want based on your House affiliation like normal. Customize mechs, put level 2 mechs on
the chart, buy advantages, buy tech (free mech still restricted by House technologies). Unpause the world.
(this gives you a chance to pull the trigger on pre-invasion plans)
2. The technology trees of all the independent houses (as well as those researched by individual mercenary
factions that survived the IS conflict if applicable) are combined into a single tree for the united Inner
Sphere.
3. All IS level 1 mechs on the house lists are upgraded to Level 2 variants where available.

Pilot Actions
1. All pilots maintain their primary faction, but have free access to any house list for rolling replacement
mechs as needed once the clan invasion has officially started. Special house advantages no longer apply.
All technologies cost 20 honor to research, house affiliations for Mercenaries are no longer required, and
there are no more 150% or 200% markups on technology installs.
2. All honor currently held by the mech warrior must be spent prior to the clan invasion. This can be used to
Modify currently owned Mechs, purchase Honor option advantages, or to research any remaining
un-researched IS conflict technologies utilizing their house specific research rules (if this research of
technologies grants a pilot a free level 2 mech as per normal rules (but utilizing the combined technology
chart), this mech must be selected immediately or lost).
3. As part of being selected to move to the Clan front and face the formidable foes, each house pilot may
select one of their currently owned Mechs, and roll a replacement from the newly updated level 2 mech
charts for their house as a parting gift from their former command (pilot may spend 10 honor to broker a
deal with a new alliance house and roll on their chart instead for this one replacement). All other mechs
owned by the mech warrior travel with him to the front.
4. The mech warrior may maintain a maximum of ​0​ honor points at the time the first clan conflict occurs,
therefore all remaining unspent honor gets funneled into the ​Oh Shit!​ pool (1:1). For our purposes, just
circle it on your sheet and write Oh Shit! next to it or something.

The ​Oh Shit!​ pool works like this:


It is a one time use mechanic. The very first time you have to roll for an ejection, you must reduce your target
number by 1 for each point in the Oh Shit! pool (spending all of the points). This is just a small bonus for pilot
survivability. We are incentivizing people to spend their honor during the Pilot Actions phase, but it is likely that

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you will not be able to spend all the way down. This way the remainder is still useful to the pilot and everyone
starts at the same breakpoint.

Clan Special Rules


Clan Mechwarriors have numerous advantages… better technology, omnimechs, etc. However… they also have
some restrictions…
● Clan Mechwarriors suffer a penalty to any physical attack (charge or DFA) inflicted upon them..
Functionally, they are treated as having a piloting skill three higher (worse) than their actual stat. You do
not suffer any penalty for being punched, kicked or weapon attacked. This applies when BEING
charged/DFAed as well. Additionally, any Clan Mechwarrior who uses a physical attack (but not who
receives one) halves any honor gain in that mission.
● Clan Mechwarriors often disable their own auto-eject systems. Any Clan Pilot that does not disable their
auto-eject system halves any honor gained during a mission (compounded by physical attacks)..
● Clan Mechwarriors can use honor to add new designs to their house list, at a cost of 20 honor points per
new design.
● Clan Mechwarriors may be of any specific clan. It has no major effect on gameplay. Note that the clans
DO have separate mech charts.

Omnimech Rules
After the Clan invasion takes place, a new concept called “Omnimech” was imported by the Inner Sphere after the
Clans introduced it. Many Clan mechs are Omnimechs (and are shown on the list with a “Prime” designator).
Omnimechs have a significant advantage in that they are much easier to modify between set modular versions.
Any player that owns an Omnimech may choose to change from their current version to another existing version at
a cost of 5 honor points. They can do this even just before a mission, if desired. It takes no time in the shop to
swap out omni modules. Note, however, that a mech loses 10 (or 50%, whichever is lower) of its accumulated
familiarity if you swap out an omni module.
If someone modifies an Omnimech, they may create a new Omni module. This follows normal modification rules.
Once done, this new version may be designated as an official module, and others may swap to it for the cost
above.
Inner Sphere omnimech technology must be researched, as any other tech. Once researched, the player who pays
for that research may create a single new modular omnimech, and then may designate two modules (one of which
is designated as prime). They may use any available technology at the time omnimechs are researched for this
mech design, and any size within the scope of what the pilot is allowed to fly. The “Prime” version is immediately
placed in the designing pilot’s stable of mechs.

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Clan Warrior Generation


Clan pilots are genetically engineered warriors who are bred for battle in mechs. They therefore are significantly
most deadly then their Inner Sphere counterparts.

Their default stats are:

Piloting​ – 5
Gunnery – ​4
Experience​ – 90

As with Inner Sphere pilots, new Mechwarriors then spend their 90 points to purchase advantages, or to upgrade
their existing skills above. Points left over are retained as Experience Points. This works on the following chart
(note costs are cumulative; you must buy your way up the list... Piloting 4, then Piloting 3, etc):

Piloting Skill Cost Gunnery Skill Cost


4 10 3 20
3 20 2 40
2 40 1 80*
1 80* 0 160*
0 120* -1 240*
-1 160* -2 320*
-2 200* -3 400*

* = May not purchase at pilot generation, only through experience.

In addition to the above, Mechwarriors may purchase the following advantages. Costs of advantages are listed
with the advantage... and the chart *IS* different from the Inner Sphere list.

Advantages available are as follows:

● EDGE​ ​(​30 POINTS​)


This Mechwarrior may reroll one roll per mission. The second result must be accepted. This advantage
may only be purchased once. This may be saved for post-mission results.

● NATURAL TACTICIAN (​40 POINTS​)


This Mechwarrior gains a +1 to initiative rolls in all mechs. This advantage may only be purchased once.

● NATURAL PILOT (​30 POINTS​)


This Mechwarrior may reroll any piloting roll. This may be combined with Edge. This advantage may only
be purchased once. Note that a physical attack is *not* a “piloting roll”, though it is based on piloting
skill.

● TOUGHNESS (​20 POINTS​)


This Mechwarrior gains a +2 to all consciousness rolls and only suffers one point of damage from ammo
explosions. This may only be purchased once.

● MANEUVERING ACE (​20 POINTS​)


This Mechwarrior may use the “sideslip” maneuver with a bipedal mech, as if it were a quadruped mech.
Additionally, this Mechwarrior gains a -1 modifier on all skidding rolls.

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● WEAPON SPECIALIST (​40 POINTS​)


This Mechwarrior gains a cumulative -1 to hit modifier with one specific weapon type (eg, Medium Laser).
This advantage may be purchased multiple times, but only once per weapon type. While a Mechwarrior
might use this to become an effectively better gunner overall eventually, this is a very expensive way to
do this.

● CORNERED KILLER (​30 POINTS​)


This Mechwarrior gains a -1 to both Piloting and Gunnery skill when outnumbered at least 2:1 (based on
MMV) and with no friendly mechs remaining on map. This is cumulative with all other modifiers.
However, this Mechwarrior may *never* retreat from a battle.

● QUICK STUDY (​20 POINTS​)


This Mechwarrior has learned quickly from the Inner Sphere, is capable of make Physical Attacks and no
longer suffers the +3 penalty when calculating to hit chances for charges and Death From Above attacks.
Note however that it is still not considered honorable for any clan warrior to perform any form of physical
attacks, and the fifty percent honor loss still applies.

● SUPERB TECH TEAM (​30 POINTS​)


This Mechwarrior has a fantastic group of bondsmen tech experts. All mechs run 2 points cooler than
normal (treat as having an extra double heatsink), and all mech damage modifiers are reduced by one (so
a gyro hit is only +2 to piloting rolls).

● TRIAL OF POSITION (​30 POINTS​)


The clan warrior has completed a Trial of Position and as such has been granted access to a single mech
one level above what his rank would otherwise allow. This mech is gifted immediately at the time of the
Trial completion. If at any time (through loss of mech or promotion) a clan warrior with this advantage
does not possess a mech one level above what his rank would otherwise allow, a mech replacement must
be rolled from the highest available chart (including the Trial bonus). All other replacement mechs are
rolled using standard rules.

Clan Warrior Rank


Much like with Inner Sphere pilots, Clan Mechwarriors gain access to mechs through rank. The following chart
shows the total skill levels needed to attain access to each mech level, and the ranks associated.

(Rank Level) Total Skill MECH Clan Rank

1 8+ Scout (20-25 tons) Warrior

2 7 Light (30-35 tons) Point Warrior

3 6 Medium (40-45 tons) Point Commander

4 5 Fire (50-55 tons) Star Commander

5 4 Heavy (60-65 tons) Nova Commander

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6 3 Command (70-75 tons) Star Captain

7 2 Assault (80-85 tons) Nova Captain

8 1- Siege (90+ tons) Star Colonel

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Missions
The heart of this campaign system is in the mission generator. Each battle is different, with different mechs and
different teammates each time. The mission setup follows a specific set of steps each time...

● Every player rolls 2d6 to see which side they are on. The high half is on the Davion/Steiner alliance team.
Any ties roll off. If there are an odd number of players, the middle players is referred to as the "swing"
player, and will fight on the side of whichever side has the lowest MMV value before the swing player
joins.
o Once the clan invades, this becomes high half = clan, low half = Inner Sphere
● The player who’s side roll was furthest from 7 (ties roll off) may choose the mission category from the
chart below.
● Once sides and mission category are determined, each pilot chooses their individual mech.
● Once mechs are selected, the value of all mechs are added for each side... and if there was a swing player
that player adds his value to the side that is weaker before his value is added. This will result in two
values.
● The larger side (by value) determines the ratio of forces and rolls for the specific mission. This is first done
by dividing the smaller force into the larger to determine the ratio. Note that a ratio of worse than 1.35:1
is considered an "unplayable" mission, in which case the entire process starts again.
● Once a mission ratio is found, roll on the appropriate mission category chart and determine the mission.
● Complete mission setup, and begin play.

Value
The value of all standard mechs is listed in the Appendix. However, custom mechs must be calculated using the
HeavyMetalPlus program (or manual calculation) to determine their BV.

However... as pilot skill goes a *long* way towards to determining overall power, the experience level of a pilot
also is used to modify the value of a mech. This is done as follows:

● BV = Mech Battle Value (found in the rules and references)


● PER = Pilot Effectiveness Rating (The total value modifier of a pilot based on their effective skills)
o Starts at 1.0
o Add effective piloting and gunnery skill together (including familiarity modifications). For every
point below 7 total, add .1 to the PER. Likewise, to every point above 7, subtract .1 from the PER.
● MMV = Modified Mech Value

The formula is very simple...

BV * PER = MMV

For example, a veteran pilot has bought his way up to a Piloting skill of 3 and a Gunnery skill of 2. In addition, he's
driving a familiar Mech, in which he has a -2/-2 bonus, giving him an effective skill of 1 Piloting and 0 Gunnery. His
PER would therefore be 1.6 (6 from low piloting/gunnery). You would then multiply his mech BV by 1.6 to get his
MMV used in mission calculations.

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MMV Ratio
As noted above, once the forces are determined this chart is referenced to determine mission difficulty. For all
missions, the larger force is referred to as the Advantaged Force (AF) and the smaller as the Disadvantaged Force
(DF).

Ratio Mission Level


1.060 or less Even
1.061 through 1.120 Slight
1.121 through 1.250 Moderate
1.251 through 1.350 Heavy
1.351 or higher Unplayable

Note that if a mission is deemed "unplayable", the entire process starts over. Also, it is highly recommended that if
there are four or less players in the battle, Heavy mission level is also ignored. If repair rules are being used, mechs
all repair and pilots heal two wounds before proceeding to the next mission roll.

Mission Category Chart


As noted above, once the sides are determined, the player rolling the furthest from 7 may choose the category of
mission to be flown. This category is announced to all players before mech selection begins. (A d6 roll may be
substituted for the selection process to add additional randomness to mission selection)

1d6 roll Mission Category


1-2 Gathering/Recovery
3-4 Enemy Engagement
5-6 Support/Strike

Mission Notes
Each mission will have a number of parameters:

Mission Setup
Random entry points consist of one of six cardinal entry points. They will be corners, or centers of sides, based on
the hexagonal map directions. In some cases, mechs will enter from these cardinal points. In these cases, these
mechs set up just off map, within five hexes of their designated "entry point". If necessary, roll initiative (see
Initiative​) to determine setup order.

Randomization onto the map (Combat Drop) using the Blind Flip system ("Stevie Wonder Flip") means that players
simply close their eyes and flip their mech tokens onto the map as they would a coin. Once a mech has landed on
the map, it is aligned randomly (roll facing).

Note that all sides use their own setup area as the retreat vector. A mech may *only* depart the map safely on
their retreat vector. If they are forced off any other direction, or voluntarily leave from any other, they must roll
on the retreat chart (see ​Retreat Chart​). If one side does not have a retreat vector designated, any map edge is a
retreat vector as long as it is not specifically designated as the enemy retreat vector.

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Mission Objective
This is the general objective of the mission. The following are the standard mission objectives:

Destroy Enemy Mechs


This means you are attempting to destroy enemy mechs. A mech may not leave the battlefield without incurring a
penalty (loss of 3d6 honor points) unless out powered by 2:1 (based on MMV of mechs) or having at least one
destroyed internal component (weapon, actuator, etc) or pilot wound.

Hold the Field


Controlling territory is always a secondary objective of any mission. Successfully holding the field is worth 1d6
honor if no other honor is gained as a result of the primary mission objectives. In order to receive the honor for
holding the field, you must actively work to destroy or drive the opposing force from the map. Using terrain to
force a stalemate results in no honor gained from being the last unit on map.

Recon
As per scenario rules. Both sides may leave freely at any time.

Capture/Rescue Pilot pod


This means that you are attempting to recover an important pilot who has been forced to eject. Once this pilot has
been retrieved, the side with control of that pilot may leave freely from their retreat vector.

Escort/Strike
This means that a specific target has been designated for destruction/protection. Once this target is gone, either
side may disengage at will from their retreat vectors. Successfully destroying or defending the strike target gains
the side 1d6 experience and 1d6 honor for each participating pilot.

Map
The specific map types are determined here. Note that the disadvantaged force actually selects the individual
maps and then sets them up. Standard chart is:

1d6 Roll Map Type


1 Major Hills
2 Heavy Woods
3 Light Woods / Plains
4 Mixed
5 City
6 Choice (disadvantaged Force)

Weather/Environmental
Any weather effects are listed here, if they are possible.

Balancing Functions
Any mission that is not even will have some form of balancing function; see this section for details, or referral to
the balancing function chart at the end of the section of mission descriptions.

Mission Bonuses
Any bonuses for this mission are listed here. These are usually experience and/or promotion point bonuses.

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Special Rules
Each mission will have special rules. They supersede all standard rules.

Post-battle Resolution
After every battle, players follow these steps to update their pilot and mech:
● Add familiarity points to surviving mechs
● Calculate all experience and honor gained.
● Pilots may spend experience points to purchase new skills and advantages.
● If a mech was destroyed and the pilot survived, replace it from the ​Standard Mechs Table​, using the rules
outlined earlier. Note: newly attained rank applies for this roll.
● Note how many missions a pilot and/or mech is sidelined for...
o Any mech suffering engine or gyro damage is out for two missions
o Any mech suffering more than 50% structural damage and/or loss of more than one limb is out
for one mission
o Any pilot wounded is sidelined for a number of missions equal to their number of damage points
/ 2 (pilots heal 2 / mission)... unless they *wish* to fly wounded.
o (Optional: Mechs which have received critical damage roll on the “Fault Chart” to see if they
receive permanent mech damage.)

Fault Chart
Players may elect to use this optional rule to simulate the true nature of the Battletech universe, and the fact that
mechs often fought with permanent damage. To use this rule, simply roll 2d6 after any battle in which a mech
received critical damage. On a roll of 2-3, that critical damage has left permanent scars.
Check each location so crippled. Crippling is triggered based on the reasons listed:

Crippled Check Fault Repair Act

Armor: ​More than 75% of armor Damaged armor framework - Can Entire skeleton must be replaced
destroyed, and at least six only carry 75% (FRU) of maximum (ala Endo Steel).
locations fully de-armored. armor for the tonnage.
Engine: ​Engine has taken two Damaged engine - Engine counts as Replace engine
engine hits having 1 engine hit all the time
Weapons:​ At least 50% of Heat conduit issues - All weapons Cannot be repaired.
weapons damaged, and mech generate +1 heat.
received an engine hit
Arms:​ Arm destroyed Damaged arm actuator (randomize Entire skeleton must be replaced
which side - one actuator cannot be (ala Endo Steel).
repaired)
Legs: ​Leg destroyed Damaged leg actuator (randomize Entire skeleton must be replaced
which side - one actuator cannot be (ala Endo Steel).
repaired)
Heat Sinks: ​All heat sinks outside Damaged Heat Sinks (1d6 are faulty Replace heat sinks
the engine are damaged, and one and non-functional)
or more engine hits

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Jump Jets:​ At least 50% of jump Damaged jump jets - 1d6 jump jets Replace jump jets
jets damaged are damaged and non functional
Armor:​ More than 50% of armor Damaged armor supports - Any Entire skeleton must be replaced
destroyed, at least four locations physical damage taken is doubled (ala Endo Steel)
fully de-armored, and received at
least one successful charge or
DFA.
Weapons:​ Any ammo-using Weapon reload issues - one random Replace weapon
weapon is destroyed (all critical ammo-based weapon is unreliable,
slots are hit). Roll for any weapon and jams on a firing roll of 2-3
so affected. (disabled until end of mission)
Gyro: ​Gyro destroyed (two hits) Damaged Gyro - +1 to all piloting Cannot be replaced
rolls
Sensors:​ Sensor hit in cockpit Damaged fire control - +1 fire Cannot be replaced
modifier at all times

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Missions
Gathering/Recovery Missions
Roll 1d6 Mission
1-2 Salvage Rights
3-4 Recover Pilot
5-6 Recon
Enemy Engagement Missions
Roll 1d6 Mission
1-2 Maelstrom
3-4 Meeting Engagement
5-6 Duel
Support/Strike Missions
Roll 1d6 Mission
1-3 Break the Line
4-6 Installation
**

Salvage Rights
Mission Setup
● Both forces enter from a random edge entry point.
Mission Objectives
● Find salvageable equipment from a recent battle and return home with them, Hold the field
Map
● Any standard terrain map, randomly determined.
Balancing Functions
● All – Disadvantaged force rolls on the Balancing Functions chart to determine additional setup.
Weather
● Roll 2d6 for weather/environmental...
o On a 2, Heavy Rain (+1 to all fire, -2 to all heat, treat all level 0 water as swamp)
o On a 3, Light Rain (+1 to all fire, -1 to all heat)
o On an 11, Hot conditions (reduce all water levels by 1, +2 heat/turn)
o On a 12, Extreme Heat (eliminate all water levels, +5 heat/turn)
Special Rules
● At the end of each players movement phase, they roll 2D6. On a result of 2, salvageable parts have been
discovered in the occupied hex. On a result of 3, salvageable parts have been spotted in a hex D3 away, in
D6 direction. A Salvage counter is placed on the map at that location. This continues until 3 such counters
have been placed. A mech may forego his fire and melee phase on a turn in which he ends in a salvage
hex and only walked and pick up that salvage. Salvage weights d6 tons, and is worth tonnage in honor
points (for each player). If at the end of the battle all three Salvage tokens have not been discovered, the
side that held the field gets all remaining salvage on map.

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Pilot Recovery
Mission Setup
Disadvantaged force selects a map board. Advantage force enters from opposite board. Mechs may be placed
anywhere within 8 hexes of their side board edge.
Mission Objectives
● Capture/Rescue Pilot pod, Hold the field
Map
● Any standard terrain map, randomly determined.
Balancing Functions
● All – Disadvantaged force rolls on the Balancing Functions chart to determine additional setup
Weather
● Roll 2d6 for weather/environmental...
o On a 2, Heavy Rain (+1 to all fire, -2 to all heat, treat all level 0 water as swamp)
o On a 3, Light Rain (+1 to all fire, -1 to all heat)
o On an 11, Hot conditions (reduce all water levels by 1, +2 heat/turn)
o On a 12, Extreme Heat (eliminate all water levels, +5 heat/turn)
Special Rules
● A standard engagement has been superseded by reports that a pilot has just ejected over the conflict
area. The pilot pod will land within 1d3 hexes of map center on turn 1d3+2.
● Pilot pod is picked up using standard item pickup rules. Unit must end the movement phase of their turn
in the hex with the pilot, having neither run nor jumped in the current turn, and must forego their fire and
melee phase to pick up the pilot. Whichever side retrieves the downed pilot and gets it off their retreat
vector gains 2d6 honor. All remaining Mechs are free to disengage once the pilot has been recovered and
has been carried off the map.

Recon
Mission Setup
● Both forces enter from a random edge entry point.
Mission Objectives
● Forces are attempting to recon an unexplored territory to gather Intel, Hold the Field
Map
● Any standard terrain map, randomly determined.
Weather
● Roll 2d6 for weather/environmental...
o On a 2, Heavy Rain (+1 to all fire, -2 to all heat, treat all level 0 water as swamp)
o On a 3, Light Rain (+1 to all fire, -1 to all heat)
o On an 11, Hot conditions (reduce all water levels by 1, +2 heat/turn)
o On a 12, Extreme Heat (eliminate all water levels, +5 heat/turn)
Balancing Functions
● All – Disadvantaged force rolls on the Balancing Functions chart to determine additional setup; any result
of Mines is re-rolled.
Special Rules
● Two recon locations are placed on the map randomly at mission start (no restriction on placement). To
recon a location, a mech must end a turn in the hex of the recon marker, have neither run or jumped, and
may not fire or make physical attacks.
● Once a location is reconned, a new location is randomly placed 2d6 hexes from the last location, in a
random direction (reroll if off map).
● Once the third location is reconned, a fourth is placed, and then a fifth after the fourth is reconned.
● At scenario end, total the number of locations reconned and award promotion to each side as per the
following:
o 1 point = 1d6 Experience

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o 2 points = 1d6 Honor


o 3 points = 1d6 Experience
o 4 points = 1d6 Experience
o 5 points = 1d6 Honor
o All points are cumulative, so if three locations are reconned, each member of that side would
receive 2d6 of experience and 1d6 of Honor. Any locations left un-reconned at game will be
awarded to the side that holds the field at game end.

Maelstrom
Mission Setup
● Combat Drop
Mission Objectives
● Destroy Enemy Mechs, Hold the field.
Map
● Any standard terrain map, randomly determined.
Weather
● Roll 2d6 for weather/environmental...
o On a 2 or 3, Light Rain (+1 to all fire, -1 to all heat)
o On an 11 or 12, Hot conditions (reduce all water levels by 1, +2 heat/turn)
Balancing Functions
● Slight – Advantaged force is struck by shots on a 2, 3 and 4.
● Moderate – Advantaged force is struck by shots on 2, 3, 4, 11, and 12.
● Heavy – Advantaged force is struck by shots on a 2, 3, 4, 10, 11 and 12.
Special Rules
● All mechs are Combat Dropped into this fight (see Combat Drops in standard rules), with starting location
determined by "Blind Flip".
● All mechs must make a piloting roll on landing, modified by terrain modifier (as per attack modifier). If
this is failed, they take falling damage from a level 3 drop.
● Each turn, roll 2d6 for each mech. On a 2 or 3, that mech is struck by a random shot from off-map. This
shot is equal to the tonnage of the mech being shot / 5, and hits the mech randomly. This shot happens
before initiative, and may result in damage and piloting rolls.
● Mechs may not disengage until given permission by high command. Each side's commander rolls each
turn... on a roll of 6 (on 1d6) they are given permission to depart. Any map edge is a retreat vector once
permission is given. Any early departure suffers the standard rules for loss of honor and promotion
points.
● Honor gain is doubled on this mission.

Meeting Engagement
Mission Setup
● Both forces enter from a random edge entry point.
Mission Objectives
● Destroy Enemy Mechs, Hold the field.
Map
● Any standard terrain map, randomly determined.
Balancing Functions
● All – Disadvantaged force rolls on the Balancing Functions chart to determine additional setup
Weather
● Roll 2d6 for weather/environmental...

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o On a 2 or 3, Heavy Rain (+1 to all fire, -2 to all heat, treat all level 0 water as swamp)
o On a 4, Light Rain (+1 to all fire, -1 to all heat)
o On an 10, Hot conditions (reduce all water levels by 1, +2 heat/turn)
o On a 11 or 12, Extreme Heat (eliminate all water levels, +5 heat/turn)
Special Rules
● No special rules.

Duel
Mission Setup
● Each commander designates a "champion". Those two set up (in initiative order) within three hexes of
the center of the map.
● Remaining forces enter from a random edge entry point.
Mission Objectives
● Destroy enemy champion, Hold the field
Map
● Any standard terrain map, randomly determined.
Balancing Functions
● All – Disadvantaged force rolls on the Balancing Functions chart to determine additional setup
Weather
● Roll 2d6 for weather/environmental...
o On a 2, Heavy Rain (+1 to all fire, -2 to all heat, treat all level 0 water as swamp)
o On a 3, Light Rain (+1 to all fire, -1 to all heat)
o On an 11, Hot conditions (reduce all water levels by 1, +2 heat/turn)
o On a 12, Extreme Heat (eliminate all water levels, +5 heat/turn)
Special Rules
● Bonus of 2d6 honor for downing the enemy "champion" to each surviving pilot. Once the enemy
champion has been destroyed, mechs may disengage freely from their exit vector.

Break the Line


Mission Setup
● Disadvantaged force selects a map, and that is where their infantry line will setup. Advantaged force uses
remaining map to set up their infantry line. Each side gets a number of infantry squads and weapon
emplacements equal to the opponent’s number of mechs. These may be placed anywhere within 8 hexes
of their designated board edge. Mechs may enter from anywhere along their designated board edge.
Mission Objectives
● Break through the enemy’s line, and defend your friendly line. 1D6 honor is awarded to each member of
a side that successfully breaks through the enemy’s line (50% or greater casualties of
emplacement/infantry units) An additional 1D6 honor 1D6 experience is awarded to any member of a side
if friendly line suffers less than 50% casualties)
Map
● Any maps except those covered by more than 25% water
Weather
● Roll 2d6 for weather/environmental...
o On a 2, Heavy Rain (+1 to all fire, -2 to all heat, treat all level 0 water as swamp)
o On a 3, Light Rain (+1 to all fire, -1 to all heat)
o On an 11, Hot conditions (reduce all water levels by 1, +2 heat/turn)
o On a 12, Extreme Heat (eliminate all water levels, +5 heat/turn)
Balancing Functions
● Slight – disadvantaged force gets SRM-armed infantry squads of 24 members
● Moderate – disadvantaged force gets SRM-armed infantry squads of 30 members
● Heavy – disadvantaged force gets SRM-armed infantry squads of 30 members and one “slight” balance
factor

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Battletech Campaign Rules – v2.1 June 2018

Special Rules
● Weapon emplacements have 30 points of armor. The 31​st​ point or greater of damage will destroy them.
Each placement may choose an LRM15, a dual mount AC5, or a dual mount SRM4. Weapons
emplacements, like bunkers below, may support any mech weight and take no damage, but may be
physically attacked. They have no inherent height.

Installation
Mission Setup
● Both forces enter from a random edge entry point.
Mission Objectives
● Defend/Strike, Hold the field.
Map
● Any standard terrain map, randomly determined.
Weather
● Roll 2d6 for weather/environmental...
o On a 2, Light Rain (+1 to all fire, -1 to all heat)
o On an 12, Hot conditions (reduce all water levels by 1, +2 heat/turn)
Balancing Functions
● Slight – DF may place 1 turret / attacking AF mech (CF 30, armed with a dual Autocannon 5) - gunnery skill
5
● Moderate -- DF may place 1 turret / attacking AF mech (CF 30, armed with a dual Large Laser) - gunnery
skill 5
● Heavy -- DF may place 1 turret / attacking AF mech (CF 30, armed with a pair of Autocannon 10) - gunnery
skill 5
Special Rules
● DF is defending a small bunker installation (# of buildings = to # of attacking AF mechs). These bunkers
may support the weight of any mech safely, but may otherwise be attacked (including physical). The
bunkers have CF equal to the heaviest tonnage of enemy mech. Bunkers have no inherent height.

Balancing Functions
Roll (1d6) Mission
1 LRM Support
2 Returning Forces
3 Mines
4 Ambush
5 Infantry Support
6 Napalm

LRM Support
Special Rules
● Each turn, one randomly selected AF mech is targeted by an LRM barrage. Chance of a hit is 7 modified by
target modifiers (movement/terrain). If the selected mech is fully covered from shots from the DF entry
point, that mech is considered an invalid target unless spotting is used.
● Shot comes at the end of the physical combat phase.
● Slight – LRM 10

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Battletech Campaign Rules – v2.1 June 2018

● Moderate – LRM 20
● Heavy – Twin LRM 15

Returning Forces

Special Rules
● AF suffers armor loss (choice of location), and loss of ammo.
● Slight – 15% armor loss and 20% ammo loss
● Moderate – 20% armor loss and 30% ammo loss
● Heavy – 25% armor loss and 40% ammo loss

Mines

Special Rules
● Disadvantaged force gets mines to place secretly at the beginning of the scenario, after all mechs have
been placed but before the first initiative roll has been made. No mine may be placed within 5 hexes of an
enemy mech’s starting location. Mines may be Vibra mines, Command Detonated Mines, or Heavy Vibra
mines. Heavy Vibra mines may account for no more than 50% of the total mines placed. They do 15
damage at range 0 and 7 damage at range 1, and cannot be set below 50 Tons
● Slight – DF gets one mine for every AF mech.
● Moderate – DF gets 1.5 mines (round up) for every AF mech
● Heavy – DF gets 2 mines for every AF mech

Ambush

Mission Setup
● In Lieu of normal setup, the Disadvantaged force may setup secretly on map before the mission start
Special Rules
● DF mechs are revealed using normal rules for hidden reveal (page 77)
● Slight – up to 50% of the DF mechs may be placed secretly in ambush, remaining DF mechs may select any
entrance vector they want except the one rolled by the AF
● Moderate -- 100% of DF mechs may be placed secretly in ambush.
● Heavy -- 100% of DF mechs may be placed secretly in ambush. In addition, all DF mechs are manning a
SRM6 (OS) weapon placement that may be fired at the time of reveal.

Infantry Support

Special Rules
● DF gains Infantry as defenders. They place them hidden anywhere on the map before the first initiative is
rolled and use them as desired during the mission.
● Slight – 16 man SRM infantry squad / AF mech
● Moderate -- 24 man SRM infantry squad / AF mech
● Heavy – 30 man SRM infantry squad / AF mech

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Battletech Campaign Rules – v2.1 June 2018

Napalm

Special Rules
● Slight -- AF is struck by a single inferno SRM as the scenario begins.
● Moderate – AF is struck by twin inferno SRM’s as the scenario begins
● Heavy – AF is stuck by triple inferno SRMs as the scenario begins

OPTIONAL:​ Allow DF to choose 2 “slight” balancing functions in lieu of a single “moderate”, or 3 in lieu of a single
“heavy”.

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Battletech Campaign Rules – v2.1 June 2018

Key Rules
Initiative Rules
Players will roll initiative, as normal in Battletech. However, players will not alternate movement as in the basic
game. All mechs will move in initiative order. This may lead to very 1-sided movement turns in some cases. To
help balance this, initiative will be somewhat modified from basic Battletech.
Each turn, all players will roll 2d6 for their initiative. They will add to this score their Mech's current maximum
"Walk" speed, and subtract from it their piloting skill level (effective). This will yield an initiative score. The lowest
score moves first, and then the next lowest, and so on.
To represent the confusion of the battlefield, any Mech who begins the initiative phase with an enemy mech in his
rear 60 degree arc for his torso suffers a -1 (per such enemy Mech) to his initiative. Note that this enemy mech
must be standing, armed, within its weapon range, and in LOS for this -1 to be applied.
Note that, as in Battletech, all weapon fire takes place after all movement. Like the basic game, all fire is declared
BEFORE any fire is resolved... and all fire is considered simultaneous. However, to keep it simple, fire declaration is
done in the *same* order as movement. This is also true of Physical Attacks.

Retreat Rules
Like the Interceptor system, these rules simulate off-map abstractly rather than by providing additional maps or
shifting the map. This is for simplicity.
If a Mech retreats off the map using their designated "Retreat Vector", they may be shot at the turn of their
departure only. All shots are at rear armor, and use the calculated range. Any mech disabled (unable to move)
after this shot becomes subject to the win/loss of the scenario... if on the "winning" side, it is recovered and
repaired... if on the "losing" side, it is considered destroyed.
If a Mech retreats off the map *other* than on a "Retreat Vector", it rolls on the following chart... obviously, this is
*not* recommended except in the direst of situations...

2d6 Roll Result


2 or less Mech escapes unscathed
3-5 Mech takes 2d6 hits equal to their tonnage/10 and
then escapes
6-8 Mech takes 2d6 hits equal to their tonnage/5 and then
escapes
9 - 11 Mech takes 3d6 hits equal to their tonnage/5 and then
escapes
12 + Mech is destroyed and pilot captured
Note that if the mech is disabled at any point during the off-map damage, the mech is destroyed and the pilot
must abandon it to escape. All damage from the above chart hits armor of the Mech's choice... so you may
presume front armor (unless your rear is actually stronger somehow...)
The following modifiers to this chart are used:
● +1 if piloting skill is 5 or higher
● +1 if effective run speed is less than 6
● -1 if piloting skill is 2 or less
● -1 if effective run speed is greater than 9

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Battletech Campaign Rules – v2.1 June 2018

Main Game Rule Clarifications


● Yes, we do not use alternating initiative. We use these special rules.
● In-book references to base to-hit rolls for physical attacks assume a base piloting skill of 5. Thus, a punch is
"piloting" and a kick is "piloting -2" for the base to-hit.
● When ejecting, a pilot may either eject instead of moving, or eject at the END of the weapons fire phase (but
prior to physical attacks). This means that a pilot that has fallen and is fearful of being killed may eject without
moving (taking the +5 penalty) or may try to stand and then survive the weapons fire before ejecting.
● Pilots DO survive head hits... they are not automatically killed if their cockpit is blown. Instead, they
auto-eject. However, pilots take one pilot hit / point by which they miss their piloting roll for ejection... so
ejecting while prone in the woods after the head has been destroyed is... bad (+3 for head damage, +5 for
prone, +3 for woods, +1 for autoejection... ouch)

Salvage Rules
Disabled mechs can be salvaged. They are placed into one of four states after their pilot leaves the mech:

Intact
● Mech was headshotted or pilotkilled with internal structure remaining on all torso locations. Mech may
be salvaged post-battle, but *not* during battle, as it is too heavy to carry around.

Disabled
● Mech was movement-killed but not cored. Mech must have some center torso structure remaining and
the engine must still be functional. This can be from loss of gyro, or leg(s) and at least one arm (so mech
is no longer able to fight at all. A Disabled mech that is salvaged during a battle weighs their tonnage / 5
for the purposes of carrying.

Cored
● Mech lost all center torso structure and/or their engine was destroyed (in the case of XL engines this can
be from side torso loss). A Cored mech that is salvaged during a battle weighs their tonnage / 10 for the
purposes of carrying.

Destroyed
● Mech suffered a catastrophic destruction from loss of center torso structure equal to or greater than 2x
their center torso structure (for instance, a mech with 20 center torso structure suffering 20 hits beyond
their last center torso box). This often comes from ammo explosions. A Destroyed mech cannot be
salvaged.

To salvage a mech, a pilot must stop in the hex of the disabled mech to be salvaged, and spend an entire turn there
without moving or fighting (ranged or melee).
Once a mech is salvaged, remove it from the battlefield.
A mech carrying salvaged can be slowed if the salvage is heavy enough. If the mech carries more than 1/10 their
own weight in salvage, they are slowed by -1 walk, and -2 jump. A mech may not carry more than 1/5 their own
tonnage.
A mech salvaged is worth the following:

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Battletech Campaign Rules – v2.1 June 2018

Intact​ mechs are worth their tonnage/3 in honor divided amongst the members of the recovering side (so a 60 ton
mech is worth 20 honor)
Disabled​ mechs are worth their original tonnage / 10 in honor divided amongst the members of the recovering
side
Cored​ mechs are worth their original tonnage / 20 in honor divided amongst the members of the recovering side
Destroyed​ mechs are worth nothing.
Salvaged Limbs​ are worth nothing *unless* they have intact weapons. If they are level 1 weapons, they are worth
1 honor. If they are level 2 weapons, they are worth 2 honor.

If you successfully salvage a mech (or limb) with advanced technology that is not destroyed, roll 2d6 after the
battle. On a roll of 11+, that individual technology may be added to your house’s technology list at no honor cost.

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Battletech Campaign Rules – v2.1 June 2018

STANDARD MECHS CHARTS


Inner Sphere (post invasion)
Scout Mechs (20-25)
Scout Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 KBO-7A Kabuto STG-5M Stinger FLE-17 Flea (371) HNT-171 Hornet STG-5M Stinger STG-5M Stinger
(448) 20 Tons (352) 20 Tons 20 Tons (491) 20 Tons (352) 20 Tons (352) 20 Tons

2 LCT-1L Locust MCY-99 Mercury LCT-3M Locust LCT-3D Locust LCT-3S Locust EGL-2M Eagle
(364) 20 Tons (471) 20 Tons (464) 20 Tons (377) 20 Tons (431) 20 Tons (745) 25 Tons

3 ZPH-1A D9-G9 Duan WSP-3M Wasp WSP-3S Wasp WSP-3S Wasp ZPH-1A
Tarantula (636) Gung (729) (346) 20 Tons (584) 20 Tons (584) 20 Tons Tarantula (636)
25 Tons 25 Tons 25 Tons

4 MON-66 LCT-1L Locust EGL-1M Eagle COM-5S COM-5S FLE-17 Flea (371)
Mongoose (633) (364) 20 Tons (718) 25 Tons Commando Commando 20 Tons
25 Tons (584) 25 Tons (584) 25 Tons

5 FLE-17 Flea (371) FLE-17 Flea (371) LCT-5M Locust STG-5M Stinger DRT-6S Dart WSP-3W Wasp
20 Tons 20 Tons (516) 20 Tons (352) 20 Tons (548) 25 Tons (276) 20 Tons

6 KBO-7A Kabuto EGL-2M Eagle STG-5M Stinger CRK-4D Cricket FLE-17 Flea (371) DRT-3S Dart
(448) 20 Tons (745) 25 Tons (352) 20 Tons (720) 25 Tons 20 Tons (360) 25 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Light Mechs (30-35)


Light Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 TRT-2A Turtle HMR-3M HMR-3P FS9-S1 FS9-S1 FFL-4B Firefly
(878) 30 Tons Hammer (616) Hammer (736) Firestarter (513) Firestarter (513) (716) 30 Tons
30 Tons 30 Tons 35 Tons 35 Tons

2 JR7-C Jenner JA-KL-1532 HER-3S1 Hermes BH-K305 Battle VLK-QD Valkyrie HSR-400-D
(651) 35 Tons Jackal (678) 30 (572) 30 Tons Hawk (710) 30 (690) 30 Tons Hussar (534) 30
Tons Tons Tons

3 DRA-R-PR19 RVN-1X Raven PNT-10K Panther VLK-QD3 BZK-F3 Hollander FLC-4P Falcon
Diablo (970) 35 (674) 35 Tons (706) 35 Tons Valkyrie (853) 30 (861) 30 Tons (561) 30 Tons
Tons Tons

4 PNT-10K Panther TZU-1L Tzunami JA-KL-1532 GRM-01B Garm NTK-2Q Night WLF-2
(706) 35 Tons (866) 30 Tons Jackal (678) 30 (732) 35 Tons Hawk (863) 35 Wolfhound (903)
Tons Tons 35 Tons

5 SDR-C Spider SDR-7M Spider SDR-8M Spider SDR-7M Spider SDR-7M Spider SDR-7M Spider
(500) 30 Tons (514) 30 Tons (588) 30 Tons (497) 30 Tons (497) 30 Tons (497) 30 Tons

6 SDR-9K Venom UM-R63 FNHK-9K Falcon JVN-10P Javelin SPR-5F Spector GRM-01B Garm
(634) 35 Tons Urbanmech Hawk (889) 35 (514) 35 Tons (1141) 35 Tons (732) 35 Tons
(494) 30 Tons Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Medium Mechs (40-45)


Medium Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 ASN-23 Assassin CLNT-2-3U Clint VL-5M Vulcan HCT-5S HCT-5S PHX-3S Phoenix
(609) 40 Tons (943) 40 Tons (761) 40 Tons Hatchetman Hatchetman Hawk (1019) 45
(826) 45 Tons (826) 45 Tons Tons

2 WTH-2 VND-3L PIN-3R Pioneer PHX-3D Phoenix CDA-3F Cicada CLNT-2-3U Clint
Whitworth (784) Vindicator (1223) 45 Tons Hawk (1148) 45 (1202) 40 Tons (943) 40 Tons
40 Tons (1069) 45 Tons Tons

3 PHX-3K Phoenix KTU-1K Keisotsu KTU-1K Keisotsu ODY-55 ASN-23 Assassin CBR-02 Cobra
Hawk (1204) 45 (992) 45 Tons (992) 45 Tons Odysseus (1136) (609) 40 Tons (994) 45 Tons
Tons 40 Tons

4 BSN-3K BJ-3 Blackjack PHX-3M Phoenix BJ-3 Blackjack BZK-F5 Hollander CDA-3F Cicada
Bishamon (1089) (1099) 45 Tons Hawk (1057) 45 (1099) 45 Tons II (1084) 45 Tons (1202) 40 Tons
45 Tons Tons

5 DMO-4K Daimyo CDA-3F Cicada WVE-9N Wyvern VL-5M Vulcan PHX-3S Phoenix ASN-23 Assassin
(1034) 40 Tons (1202) 40 Tons (951) 45 Tons (761) 40 Tons Hawk (1019) 45 (609) 40 Tons
Tons

6 WFT-1 Wolftrap SNK-1V Snake ASN-23 Assassin WTH-2 CMA-1S Chimera VL-5M Vulcan
(827) 45 Tons (910) 45 Tons (609) 40 Tons Whitworth (784) (1005) 40 Tons (761) 40 Tons
40 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Fire Mechs (50-55)


Fire Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 TBT-9K HUR-W0-R4L HUR-W0-R4L NGS-5T Nightsky NGS-4S Nightsky CLN-7Z
Trebuchet (1097) Huron Warrior Huron Warrior (1175) 50 Tons (1029) 50 Tons Chameleon
50 Tons (1139) 50 Tons (1139) 50 Tons (1283) 50 Tons

2 WVR-7K YMA-1K Yadama WVR-7M FOX-4N DV-7D Dervish CNS-5M Cronus


Wolverine (1333) 55 Tons Wolverine Foxhound (1341) (1328) 55 Tons (1437) 55 Tons
(1165) 55 Tons (1309) 55 Tons 50 Tons

3 YMA-1K Yadama CLN-7W FOX-4N ENF-6M Enforcer CN9-D Centurion CN10-B


(1333) 55 Tons Chameleon Foxhound (1341) III (1427) 50 Tons (940) 50 Tons Centurion (1078)
(1101) 50 Tons 50 Tons 55 Tons

4 CRB-27 Crab SHD-2D2 APL-2S Apollo SHD-2D2 KW1-LH3 HOP-4DHoplite


(965) 50 Tons Shadow Hawk (1120) 55 Tons Shadow Hawk Lineholder (935) (865) 55 Tons
(896) 55 Tons (896) 55 Tons 55 Tons

5 HBK-5P HBK-4N HBK-5M DV-8D Dervish CN9-D3 END-6Q Enfield


Hunchback Hunchback (963) Hunchback (932) (1415) 55 Tons Centurion (1018) (1090) 50 Tons
(1162) 50 Tons 50 Tons 50 Tons 50 Tons

6 KTO-20 Kintaro MHL-2L Marshal SCP-1O Scorpion GRF-1DS Griffin GRF-1DS Griffin SCP-1O Scorpion
(1081) 55 Tons (1169) 55 Tons (785) 55 Tons (1202) 55 Tons (1202) 55 Tons (785) 55 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Heavy Mechs (60-65)


Heavy Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 DRG-5K Grand TSG-9H Ti Ts'ang ANV-5M Anvil AGS-2D Argus OSR-2D Ostroc RFL-6X Rifleman
Dragon (1188) (1462) 60 Tons (1452) 60 Tons (1360) 60 Tons (942) 60 Tons (1275) 60 Tons
60 Tons Tons

2 HEL-4A Helios HEL-3D Helios OTL-5M Ostsol OTL-6D Ostsol CTS-6Y Cestus MLN-1A Merlin
(1426) 60 Tons (1559) 60 Tons (1102) 60 Tons (1379) 60 Tons (1495) 65 Tons (1039) 60 Tons

3 CPLT-K5 Catapult OSR-2D Ostroc OSR-2D Ostroc AXM-1N Axman AXM-2N Axman CTS-6Y Cestus
(1244) 65 Tons (942) 60 Tons (942) 60 Tons (1165) 65 Tons (1238) 65 Tons (1495) 65 Tons

4 CRD-5K Crusader CRD-5M CRD-5M CRD-4D Crusader CRD-5S Crusader CHP-1N


(1223) 65 Tons Crusader (1348) Crusader (1348) (1015) 65 Tons (1149) 65 Tons Champion (942)
65 Tons 65 Tons 60 Tons

5 QKD-8K RFL-5D Rifleman YMN-6Y Yeoman RFL-6X Rifleman RFL-5D Rifleman QKD-8K
Quickdraw (1115) 60 Tons (1222) 60 Tons (1275) 60 Tons (1115) 60 Tons Quickdraw
(1375) 60 Tons (1375) 60 Tons

6 LNC25-02 JN-G8A Jinggau TDR-7M RFL-5D Rifleman TDR-7SE TDR-9SE


Lancelot (968) 60 (1915) 65 Tons Thunderbolt (1115) 60 Tons Thunderbolt Thunderbolt
Tons (1338) 65 Tons (1737) 65 Tons (1355) 65 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Command Mechs (70-75)


Cmd Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 GLT-3N THR-1L Thunder GLT-5M GLT-8D BGS-1T Barghest GAL-2GLS
Guillotine (1296) (1227) 70 Tons Guillotine (1295) Guillotine (1627) (1309) 70 Tons Gallowglas
70 Tons 70 Tons 70 Tons (1664) 70 Tons

2 GHR-6K CTF-3L BNDR-01A GHR-5J CES-3R Caesar GHR-5J


Grasshopper Cataphract Bandersnatch Grasshopper (1420) 70 Tons Grasshopper
(1484) 70 Tons (1294) 70 Tons (1216) 75 Tons (1201) 70 Tons (1201) 70 Tons

3 DAI-02 Daikyu LHU-2B Lao Hu ON2-M Orion FLC-8R Falconer MTR-5K ON2-M Orion
(1714) 70 Tons (1410) 75 Tons (1633) 75 Tons (1887) 75 Tons Maelstrom (1633) 75 Tons
(1490) 75 Tons

4 SJA-7D Shugenja ARC-8M Archer ARC-4M Archer ARC-8M Archer PTR-4D ARC-8M Archer
(1274) 75 Tons (1377) 70 Tons (1539) 70 Tons (1377) 70 Tons Penetrator (1377) 70 Tons
(1375) 75 Tons

5 MAD-5D MAD-5D HRC-LS-9000 MAD-5S MAD-5D FLC-8R Falconer


Marauder (1504) Marauder (1504) Hercules (1336) Marauder (1466) Marauder (1504) (1887) 75 Tons
75 Tons 75 Tons 70 Tons 75 Tons 75 Tons

6 DGR-3F Dragon WHM-7M WHM-7M WHM-8D WHM-7S WHM-8D


Fire (1618) 75 Warhammer Warhammer Warhammer Warhammer Warhammer
Tons (1238) 70 Tons (1238) 70 Tons (1396) 70 Tons (1236) 70 Tons (1396) 70 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Assault Mechs (80-85)


Assault Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 BLR-K3 BLR-3M BLR-3M BLR-3S BLR-4S PPR-5S
Battlemaster Battlemaster Battlemaster Battlemaster Battlemaster Salamander
(1498) 85 Tons (1495) 85 Tons (1495) 85 Tons (1165) 85 Tons (1606) 85 Tons (1381) 80 Tons

2 CRK-5003-2 LGB-12C LGB-12C LGB-12C LGB-12C LGB-7V Longbow


Katana (1312) 85 Longbow (1342) Longbow (1342) Longbow (1342) Longbow (1342) (1366) 85 Tons
Tons 85 Tons 85 Tons 85 Tons 85 Tons

3 AWS-9Q AWS-9Q THG-11E Thug AWS-9Q VTR-10D Victor CGR-C Charger


Awesome (1623) Awesome (1623) (1450) 80 Tons Awesome (1623) (1723) 80 Tons (1479) 80 Tons
80 Tons 80 Tons 80 Tons

4 TSH-7S Tai-sho STK-5S Stalker AWS-9M STK-5S Stalker STK-5S Stalker SHG-2F Shogun
(1518) 85 Tons (1009) 85 Tons Awesome (1469) (1009) 85 Tons (1009) 85 Tons (1490) 85 Tons
80 Tons

5 HTM-28T STC-2D Striker CGR-3K Charger PPR-5S ZEU-9S Zeus ZEU-9S Zeus
Hatamoto-Chi (1329) 80 Tons (1483) 80 Tons Salamander (1419) 80 Tons (1419) 80 Tons
(1754) 80 Tons (1381) 80 Tons

6 VTR-9K Victor VTR-10D Victor GOL-3M Goliath VTR-10D Victor PPR-6S GOL-3M Goliath
(1634) 80 Tons (1723) 80 Tons (1310) 80 Tons (1723) 80 Tons Salamander (1310) 80 Tons
(1465) 80 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Siege Mechs (90-100)


Siege Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 CP-11-C Cyclops Y-H9G Yu Huang CP-11-G Cyclops CP-11-G Cyclops CP-11-G Cyclops EMP-6A Emperor
(1364) 90 Tons (1781) 90 Tons (1770) 90 Tons (1770) 90 Tons (1770) 90 Tons (1636) 90 Tons

2 BNC-5S Banshee MR-5M Cerberus MR-5M Cerberus BNC-5S Banshee BNC-5S Banshee BRZ-A3
(1613) 95 Tons (1633) 95 Tons (1633) 95 Tons (1613) 95 tons (1613) 95 Tons Berserker (1654)
100 Tons

3 AS7-K Atlas PLG-3Z Pillager AS7-S Atlas AS7-S Atlas AS7-S Atlas MAD-5A
(1649) 100 Tons (2551) 100 Tons (1658) 100 Tons (1658) 100 Tons (1658) 100 Tons Marauder II
(1725) 100 tons

4 CP-12-K Cyclops CP-11-A Cyclops CP-11-A Cyclops CP-11-A Cyclops CP-11-A Cyclops CP-11-A Cyclops
(1511) 90 Tons (1251) 90 Tons (1231) 90 Tons (1251) 90 Tons (1251) 90 Tons (1251) 90 Tons

5 NG-C3A EMP-6A Emperor ALB-3U Albatross NSR-9J Nightstar NSR-9J Nightstar NSR-9J Nightstar
Naginata (1734) (1636) 90 Tons (1296) 95 tons (2135) 95 tons (2135) 95 tons (2135) 95 tons
95 Tons

6 AS7-CM Atlas T-IT-N10M T-IT-N10M PLG-3Z Pillager TDK-7Y ANH-2A


(1725) 100 Tons Grand Titan Grand Titan (2551) 100 Tons Thunderhawk Annihilator
(1364) 100 Tons (1364) 100 Tons (2037) 100 Tons (1299) 100 Tons

1a

2a

3a

4a

5a

6a

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STANDARD MECH CHARTS


Clan (post invasion)

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Battletech Campaign Rules – v2.1 June 2018

Clan Scout Mechs (20-25)


Scout Mechs Jade Falcon Wolf Ghost Bear Smoke Jaguar Steel Viper Nova Cat
1 Fire Moth Fire Moth Fire Moth Fire Moth Fire Moth Fire Moth
(Prime) (982) (Prime) (982) (Prime) (982) (Prime) (982) (Prime) (982) (Prime) (982)

2 Fire Moth Fire Moth Fire Moth Fire Moth Fire Moth Fire Moth
(Prime) (982) (Prime) (982) (Prime) (982) (Prime) (982) (Prime) (982) (Prime) (982)

3 Howler (587) Howler (587) Howler (587) Howler (587) Howler (587) Howler (587)

4 Locust IIC (975) Locust IIC (975) Locust IIC (975) Locust IIC (975) Locust IIC (975) Fire Falcon
(Prime) (1281)

5 Mist Lynx (895) Mist Lynx (895) Mist Lynx (895) Mist Lynx (895) Mist Lynx (895) Mist Lynx (895)

6 Fire Falcon Piranha (801) Mist Lynx (895) Mist Lynx (895) Mist Lynx (895) Snow Fox (627)
(Prime) (1281)

1a

2a

3a

4a

5a

6a

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Clan Light Mechs (30-35)


Light Mechs Jade Falcon Wolf Ghost Bear Smoke Jaguar Steel Viper Nova Cat
1 Hankyu (Prime) Hankyu (Prime) Hankyu (Prime) Hankyu (Prime) Hankyu (Prime) Hankyu (Prime)
(1313) (1313) (1313) (1313) (1313) (1313)

2 Kit Fox (Prime) Hankyu (Prime) Pack Hunter Hankyu (Prime) Hankyu (Prime) Hankyu (Prime)
(1014) (1313) (1384) (1313) (1313) (1313)

3 Adder (Prime) Adder (Prime) Adder (Prime) Adder (Prime) Adder (Prime) Adder (Prime)
(1560) (1560) (1560) (1560) (1560) (1560)

4 Cougar (Prime) Firefly C (1174) Adder (Prime) Adder (Prime) Adder (Prime) Hellion (Prime)
(1227) (1560) (1560) (1560) (1439)

5 Horned Owl Incubus (1422) Incubus (1422) Incubus (1422) Incubus (1422) Incubus (1422)
(1409)

6 Jenner IIC Jenner IIC Jenner IIC Jenner IIC Jenner IIC Jenner IIC
(1024) (1024) (1024) (1024) (1024) (1024)

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Clan Medium Mechs (40-45)


Medium Mechs Jade Falcon Wolf Ghost Bear Smoke Jaguar Steel Viper Nova Cat
1 Griffin IIC Clint IIC (1176) Clint IIC (1176) Griffin IIC Battle Cobra Clint IIC (1176)
(1492) (1492) (Prime) (1236)

2 Grendel (Prime) Pouncer Viper (Prime) Great Wyrm Grendel (Prime) Pouncer
(2124) (Prime) (2191) (1484) (1139) (2124) (Prime) (2191)

3 Shadow Hawk Ice Ferret Shadow Hawk Shadow Cat Shadow Hawk Shadow Cat
IIC (1646) (Prime) (1529) IIC (1646) (Prime) (2057) IIC (1646) (Prime) (2057)

4 Wyvern IIC Wyvern IIC Wyvern IIC Wyvern IIC Wyvern IIC Wyvern IIC
(1426) (1426) (1426) (1426) (1426) (1426)

5 Shadow Hawk Ice Ferret Shadow Hawk Shadow Cat Shadow Hawk Shadow Cat
IIC (1646) (Prime) (1529) IIC (1646) (Prime) (2057) IIC (1646) (Prime) (2057)

6 Phantom Phantom Griffin IIC Clint IIC (1176) Great Wyrm Great Wyrm
(Prime) (1029) (Prime) (1029) (1492) (1139) (1139)

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Clan Fire Mechs (50-55)


Fire Mechs Jade Falcon Wolf Ghost Bear Smoke Jaguar Steel Viper Nova Cat
1 Conjurer (1714) Conjurer (1714) Conjurer (1714) Conjurer (1714) Conjurer (1714) Conjurer (1714)

2 Hunchback IIC Hunchback IIC Hunchback IIC Hunchback IIC Hunchback IIC Hunchback IIC
(1524) (1524) (1524) (1524) (1524) (1524)

3 Black Lanner Hoplite C Ursus (1509) Huntsman Hoplite C Ursus (1509)


(Prime) (1657) (1455) (Prime) (1870) (1455)

4 Nova (Prime) Nova (Prime) Nova (Prime) Nova (Prime) Nova (Prime) Nova (Prime)
(2448) (2448) (2448) (2448) (2448) (2448)

5 Vapor Eagle Vapor Eagle Stooping Hawk Vapor Eagle Vapor Eagle Vapor Eagle
(2243) (2243) (Prime) (1881) (2243) (2243) (2243)

6 Stormcrow Stormcrow Stormcrow Stormcrow Stormcrow Stormcrow


(Prime) (1911) (Prime) (1911) (Prime) (1911) (Prime) (1911) (Prime) (1911) (Prime) (1911)

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Clan Heavy Mechs (60-65)


Heavy Mechs Jade Falcon Wolf Ghost Bear Smoke Jaguar Steel Viper Nova Cat
1 Glass Spider Glass Spider Arcas (2393) Glass Spider Glass Spider Glass Spider
(1636) (1636) (1636) (1636) (1636)

2 Mad Dog Mad Dog Mad Dog Mad Dog Mad Dog Mad Dog
(Prime) (1871) (Prime) (1871) (Prime) (1871) (Prime) (1871) (Prime) (1871) (Prime) (1871)

3 Rifleman IIC Rifleman IIC Thresher Rifleman IIC Matador (1830) Thresher
(2123) (2123) (2043) (2123) (2043)

4 Hellbringer Hellbringer Cauldron-Born Cauldron-Born Crossbow Ha Otoko


(Prime) (2178) (Prime) (2178) (Prime) (1769) (Prime) (1769) (Prime) (1658) (1466)

5 Hellbringer Hellbringer Hellbringer Hellbringer Hellbringer Hellbringer


(Prime) (2178) (Prime) (2178) (Prime) (2178) (Prime) (2178) (Prime) (2178) (Prime) (2178)

6 Linebacker Linebacker Linebacker Linebacker Linebacker Linebacker


(Prime) (2016) (Prime) (2016) (Prime) (2016) (Prime) (2016) (Prime) (2016) (Prime) (2016)

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Clan Command Mechs (70-75)


Cmd Mechs Jade Falcon Wolf Ghost Bear Smoke Jaguar Steel Viper Nova Cat
1 Guillotine IIC Guillotine IIC Grizzly (2152) Guillotine IIC Grizzly (2152) Guillotine IIC
(2187) (2187) (2187) (2187)

2 Black Knight IIC Black Knight IIC Nova Cat Nova Cat Black Knight IIC Nova Cat
(1960) (1960) (Prime) (2165) (Prime) (2165) (1960) (Prime) (2165)

3 Summoner Summoner Summoner Summoner Summoner Summoner


(Prime) (2306) (Prime) (2306) (Prime) (2306) (Prime) (2306) (Prime) (2306) (Prime) (2306)

4 Black Python Black Python Black Python Black Python Black Python Black Python
(2413) (2413) (2413) (2413) (2413) (2413)

5 Night Gyr Orion IIC Timber Wolf Night Gyr Timber Wolf Nova Cat
(Prime) (2750) (1923) (Prime) (2252) (Prime) (2750) (Prime) (2252) (Prime) (2165)

6 Timber Wolf Timber Wolf Timber Wolf Timber Wolf Timber Wolf Timber Wolf
(Prime) (2252) (Prime) (2252) (Prime) (2252) (Prime) (2252) (Prime) (2252) (Prime) (2252)

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Clan Assault Mechs (80-85)


Assault Mechs Jade Falcon Wolf Ghost Bear Smoke Jaguar Steel Viper Nova Cat
1 Gargoyle Gargoyle Gargoyle Gargoyle Gargoyle Gargoyle
(Prime) (1342) (Prime) (1342) (Prime) (1342) (Prime) (1342) (Prime) (1342) (Prime) (1342)

2 Phoenix Hawk Phoenix Hawk Phoenix Hawk Phoenix Hawk Phoenix Hawk Phoenix Hawk
IIC (1996) IIC (1996) IIC (1996) IIC (1996) IIC (1996) IIC (1996)

3 Warhammer IIC Warhammer IIC Warhammer IIC Warhammer IIC Warhammer IIC Warhammer IIC
(2159) (2159) (2159) (2159) (2159) (2159)

4 Marauder IIC Marauder IIC Marauder IIC Marauder IIC Marauder IIC Marauder IIC
(2217) (2217) (2217) (2217) (2217) (2217)

5 Shogun C Shogun C Shogun C Shogun C Shogun C Shogun C


(2818) (2818) (2818) (2818) (2818) (2818)

6 Warhawk Gargoyle Warhawk Warhawk Gargoyle Gargoyle


(Prime) (2632) (Prime) (1342) (Prime) (2632) (Prime) (2632) (Prime) (1342) (Prime) (1342)

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Clan Siege Mechs (90-100)


Siege Mechs Jade Falcon Wolf Ghost Bear Smoke Jaguar Steel Viper Nova Cat
1 Kingfisher Kingfisher Kingfisher Kingfisher Kingfisher Kingfisher
(Prime) (2103) (Prime) (2103) (Prime) (2103) (Prime) (2103) (Prime) (2103) (Prime) (2103)

2 Mad Cat Mk II Supernova Executioner Supernova Supernova Mad Cat Mk II


(2877) (2508) (Prime) (2586) (2508) (2508) (2877)

3 Turkina (Prime) Annihilator C Annihilator C Annihilator C Annihilator C Turkina (Prime)


(2759) (2005) (2005) (2005) (2005) (2759)

4 Bane (Prime) Bane (Prime) Kodiak (2363) Dire Wolf Bane (Prime) Bane (Prime)
(1685) (1685) (Prime) (2341) (1685) (1685)

5 Imp C (2680) Iron Cheetah Iron Cheetah Iron Cheetah Scylla (2771) Iron Cheetah
(Prime) (2733) (Prime) (2733) (Prime) (2733) (Prime) (2733)

6 Stone Rhino Stone Rhino Stone Rhino Stone Rhino Stone Rhino Stone Rhino
(2626) (2626) (2626) (2626) (2626) (2626)

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

STANDARD MECH CHARTS


House (pre invasion)
Scout Mechs (20-25)
Scout Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 STG-3R Stinger STG-3G Stinger FLE-15 Flea (352) HNT-151 Hornet STG-3G Stinger STG-3R Stinger
(320) 20 Tons (438) 20 Tons 20 Tons (429) 20 Tons (438) 20 Tons (320) 20 Tons

2 LCT-1V Locust MCY-98 Mercury LCT-1V Locust LCT-1M Locust LCT-1S Locust LCT-1E Locust
(356) 20 Tons (484) 20 Tons (356) 20 Tons (382) 20 Tons (376) 20 Tons (484) 20 Tons

3 WSP-1K Wasp WSP-1L Wasp WSP-1A Wasp WSP-1D Wasp WSP-1A Wasp WSP-1W Wasp
(330) 20 Tons (290) 20 Tons (336) 20 Tons (327) 20 Tons (336) 20 Tons (316) 20 Tons

4 MON-67 LCT-1V Locust MCY-98 Mercury COM-2D COM-3A FLE-4 Flea (360)
Mongoose (612) (356) 20 Tons (484) 20 Tons Commando Commando 20 Tons
25 Tons (392) 25 Tons (432) 25 Tons

5 FLE-4 Flea (360) FLE-4 Flea (360) LCT-1S Locust STG-3G Stinger DRT-4S Dart MCY-98 Mercury
20 Tons 20 Tons (376) 20 Tons (438) 20 Tons (560) 25 Tons (484) 20 Tons

6 THE-S Thorn THE-S Thorn STG-3R Stinger DRT-4S Dart FLE-4 Flea (360) MON-67
(445) 20 Tons (445) 20 Tons (320) 20 Tons (560) 25 Tons 20 Tons Mongoose (612)
25 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Light Mechs (30-35)


Light Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 FS9-H Firestarter JVN-10N Javelin FLC-4N Falcon FS9-H Firestarter FS9-M FFL-4A Firefly
(500) 35 Tons (702) 30 Tons (523) 30 Tons (500) 35 Tons Firestarter (671) (649) 30 Tons
35 Tons

2 JR7-F Jenner JR7-D Jenner HER-1A Hermes VLK-QF Valkyrie FFL-4A Firefly HSR-300-D
(792) 35 Tons (669) 35 Tons (501) 30 Tons (563) 30 Tons (649) 30 Tons Hussar (484) 30
Tons

3 FFL-4A Firefly FFL-4A Firefly PNT-9R Panther VLK-QA Valkyrie VLK-QA Valkyrie PNT-9R Panther
(649) 30 Tons (649) 30 Tons (664) 35 Tons (640) 30 Tons (640) 30 Tons (664) 35 Tons

4 PNT-9R Panther FRB-2E Firebee OTT-7J Ostscout OTT-7J Ostscout OTT-7J Ostscout WLF-1
(664) 35 Tons (604) 35 Tons (497) 35 Tons (497) 35 Tons (497) 35 Tons Wolfhound (736)
35 Tons

5 SDR-5K Spider SDR-5V Spider SDR-5V Spider SDR-5D Spider SDR-5V Spider SDR-5V Spider
(433) 30 Tons (514) 30 Tons (514) 30 Tons (412) 30 Tons (514) 30 Tons (514) 30 Tons

6 JVN-10N Javelin UM-R60L JVN-10N Javelin JVN-10F Javelin JVN-10N Javelin JVN-10N Javelin
(487) 30 Tons Urbanmech (487) 30 Tons (702) 30 Tons (487) 30 Tons (487) 30 Tons
(443) 30 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Medium Mechs (40-45)


Medium Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 ASN-21 Assassin CLNT-2-3T Clint VL-2T Vulcan HCT-3F HCT-3F PHX-1 Phoenix
(596) 40 Tons (672) 40 Tons (523) 40 Tons Hatchetman Hatchetman Hawk (838) 45
(769) 45 Tons (769) 45 Tons Tons

2 WTH-1S VND-1R HER-4K Hermes PHX-1D Phoenix CDA-2A Cicada CLNT-2-3T Clint
Whitworth (753) Vindicator (900) II (749) 40 Tons Hawk (883) 45 (567) 40 Tons (672) 40 Tons
40 Tons 45 Tons Tons

3 PHX-1K Phoenix PHX-1 Phoenix HER-2M Hermes CLNT-2-4T Clint ASN-21 Assassin WVE-6N Wyvern
Hawk (872) 45 Hawk (838) 45 II (740) 40 Tons (531) 40 Tons (596) 40 Tons (797) 45 Tons
Tons Tons

4 CDA-2A Cicada BJ-1 Blackjack PHX-1 Phoenix BJ-1 Blackjack VL-2T Vulcan CDA-2A Cicada
(567) 40 Tons (795) 45 Tons Hawk (838) 45 (795) 45 Tons (523) 40 Tons (523) 40 Tons
Tons

5 VL-2T Vulcan CDA-3C Cicada WVE-6N Wyvern VL-5T Vulcan PHX-1 Phoenix WTH-1
(523) 40 Tons (656) 40 Tons (797) 45 Tons (744) 40 Tons Hawk (838) 45 Whitworth (771)
Tons 40 Tons

6 WVE-6N Wyvern CDA-2B Cicada STN-3K Sentinel WTH-1 STN-3K Sentinel VL-2T Vulcan
(797) 45 Tons (523) 40 Tons (536) 40 Tons Whitworth (771) (536) 40 Tons (523) 40 Tons
40 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Fire Mechs (50-55)


Fire Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 CN9-A Centurion TBT-5N TBT-5J TBT-5N TBT-5S CLN-7V
(772) 50 Tons Trebuchet (864) Trebuchet (1034) Trebuchet (864) Trebuchet (841) Chameleon (839)
50 Tons 50 Tons 50 Tons 50 Tons 50 Tons

2 WVR-6K DV-6M Dervish WVR-6M WVR-6R DV-6M Dervish WVR-6R


Wolverine (970) (868) 55 Tons Wolverine Wolverine (957) (868) 55 Tons Wolverine (957)
55 Tons (1059) 55 Tons 55 Tons 55 Tons

3 HBK-4G CLN-7V HBK-4G ENF-4R Enforcer CN9-AL CN9-A Centurion


Hunchback (851) Chameleon (839) Hunchback (851) (895) 50 Tons Centurion (887) (772) 50 Tons
50 Tons 50 Tons 50 Tons 50 Tons

4 SHD-2K Shadow SHD-2H Shadow SHD-2H Shadow SHD-2D Shadow SHD-2H Shadow HOP-4C Hoplite
Hawk (1018) 55 Hawk (918) 55 Hawk (918) 55 Hawk (785) 55 Hask (918) 55 (836) 55 Tons
Tons Tons Tons Tons Tons

5 HBK-4P HBK-4J HBK-4P DV-6M Dervish CN9-AH CRB-20 Crab


Hunchback (960) Hunchback (853) Hunchback (960) (868) 55 Tons Centurion (749) (921) 50 Tons
50 Tons 50 Tons 50 Tons 50 Tons

6 KTO-18 Kintaro KTO-18 Kintaro SCP-1N Scorpion GRF-1N Griffin GRF-1S Griffin SCP-1N Scorpion
(864) 55 Tons (864) 55 Tons (786) 55 Tons (1021) 55 Tons (1061) 55 Tons (786) 55 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Heavy Mechs (60-65)


Heavy Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 DRG-1G Grand JM6-S Jagermech JM6-S Jagermech JM6-A OSR-2C Ostroc CPLT-C1 Catapult
Dragon (997) 60 (749) 65 Tons (749) 65 Tons Jagermech (841) (951) 60 Tons (1165) 65 Tons
Tons 65 Tons

2 DRG-1N Dragon CPLT-C4 Catapult OTL-4D Ostsol OTL-4D Ostsol OTL-4F Ostsol MLN-1A Merlin
(952) 60 Tons (1104) 65 Tons (1034) 60 Tons (1034) 60 Tons (1023) 60 Tons (1039) 60 Tons

3 CPLT-K2 Catapult OSR-2L Ostroc OSR-2M Ostroc CPLT-C1 Catapult CPLT-C4 Catapult JM6-S Jagermech
(1052) 65 Tons (970) 60 Tons (1036) 60 Tons (1165) 65 Tons (1104) 65 Tons (749) 65 Tons

4 CRD-3K Crusader CRD-3L Crusader CRD-3R Crusader CRD-3D Crusader CRD-3R Crusader CHP-2N
(997) 65 Tons (1032) 65 Tons (948) 65 Tons (1020) 65 Tons (948) 65 Tons Champion (839)
60 Tons

5 RFL-3N Rifleman RFL-3N Rifleman QKD-4G RFL-3C Rifleman RFL-3N Rifleman QKD-5A
(797) 60 Tons (797) 60 Tons Quickdraw (860) 60 Tons (797) 60 Tons Quickdraw
(1012) 60 Tons (1070) 60 Tons

6 LNC25-02 TDR-5S TDR-5S RFL-4D Rifleman TDR-5S S TDR-5SE


Lancelot (968) 60 Thunderbolt Thunderbolt (869) 60 Tons Thunderbolt Thunderbolt
Tons (1015) 65 Tons (1015) 65 Tons (1077) 65 Tons (1180) 65 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Command Mechs (70-75)


Cmd Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 GLT-4L Guillotine GLT-4L Guillotine GLT-4L Guillotine GLT-4L Guillotine GLT-4L Guillotine GLT-4L Guillotine
(1222) 70 Tons (1222) 70 Tons (1222) 70 Tons (1222) 70 Tons (1222) 70 Tons (1222) 70 Tons

2 GHR-5H CTF-1X GHR-5H GHR-5H GHR-5H GHR-5H


Grasshopper Cataphract Grasshopper Grasshopper Grasshopper Grasshopper
(1268) 70 Tons (1092) 70 Tons (1268) 70 Tons (1268) 70 Tons (1268) 70 Tons (1268) 70 Tons

3 ON1-V Orion ON1-V Orion ON1-V Orion ON1-V Orion FLS-7K Flashman ON1-V Orion
(931)) 75 Tons (931)) 75 Tons (931)) 75 Tons (931)) 75 Tons (1192) 75 Tons (931)) 75 Tons

4 ARC-2K Archer ARC-2R Archer ARC-2R Archer ARC-2R Archer ARC-2S Archer ARC-2W Archer
(977) 70 Tons (1117) 70 Tons (1117) 70 Tons (1117) 70 Tons (997) 70 Tons (932) 70 Tons

5 MAD-3R MAD-3L MAD-3M MAD-3D MAD-3R MAD-3R


Marauder (1089) Marauder (1098) Marauder (1105) Marauder (1136) Marauder (1089) Marauder (1089)
75 Tons 75 Tons 75 Tons 75 Tons 75 Tons 75 Tons

6 WHM-6K WHM-6L WHM-6R WHM-6D WHM-6R WHM-6R


Warhammer Warhammer Warhammer Warhammer Warhammer Warhammer
(1022) 70 Tons (943) 70 Tons (978) 70 Tons (1169) 70 Tons (978) 70 Tons (978) 70 Tons

1a

2a

3a

4a

5a

6a

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Battletech Campaign Rules – v2.1 June 2018

Assault Mechs (80-85)


Assault Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 BLR-1G BLR-1G BLR-1G BLR-1D BLR-1S BLR-1G
Battlemaster Battlemaster Battlemaster Battlemaster Battlemaster Battlemaster
(1212) 85 Tons (1212) 85 Tons (1212) 85 Tons (1323) 85 Tons (1227) 85 Tons (1212) 85 Tons

2 LGB-OW LGB-OW LGB-OW LGB-OW LGB-OW LGB-OW


Longbow (1034) Longbow (1034) Longbow (1034) Longbow (1034) Longbow (1034) Longbow (1034)
85 Tons 85 Tons 85 Tons 85 Tons 85 Tons 85 Tons

3 AWS-8Q AWS-8Q THG-10E Thug AWS-8R VTR-9S Victor CGR-SB Charger


Awesome (1358) Awesome (1358) (1103) 80 Tons Awesome (1283) (1140) 80 Tons (1330) 80 Tons
80 Tons 80 Tons 80 Tons

4 STK-3F Stalker STK-3H Stalker STK-4N Stalker STK-4P Stalker STK-3F Stalker SHG-2E Shogun
(1152) 85 Tons (1249) 85 Tons (1225) 85 Tons (1126) 85 Tons (1152) 85 Tons (1498) 85 Tons

5 HTM-26T STC-2C Striker CGR-1A1 Charger CGR-1A1 Charger ZEU-6S Zeus ZEU-6T Zeus
Hatamoto-Chi (1154) 80 Tons (820) 80 Tons (820) 80 Tons (1148) 80 Tons (1170) 80 Tons
(1189) 80 Tons

6 VTR-9B Victor VTR-9B Victor GOL-1H Goliath VTR-9B Victor STC-2C Striker GOL-1H Goliath
(1165) 80 Tons (1165) 80 Tons (1200) 80 Tons (1165) 80 Tons (1154) 80 Tons (1200) 80 Tons

1a

2a

3a

4a

5a

6a

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Siege Mechs (90-100)


Siege Mechs House Kurita House Liao House Marik House Davion House Steiner Mercenary
1 CP-10-Z Cyclops HGN-733 CP-10-Z Cyclops CP-10-Z Cyclops CP-10-Z Cyclops HGN-733
(965) 90 Tons Highlander (965) 90 Tons (965) 90 Tons (965) 90 Tons Highlander
(1424) 90 Tons (1424) 90 Tons

2 BNC-3E Banshee BNC-3E Banshee BNC-3M BNC-3Q Banshee BNC-3S Banshee BNC-3E Banshee
(1223) 95 Tons (1223) 95 Tons Banshee (1267) (1151) 95 tons (1323) 95 Tons (1223) 95 tons
95 tons

3 AS7-D Atlas AS7-D Atlas AS7-D Atlas AS7-D Atlas AS7-D Atlas IMP-2E Imp
(1557) 100 Tons (1557) 100 Tons (1557) 100 Tons (1557) 100 Tons (1557) 100 Tons (1619) 100 Tons

4 CP-10-Z Cyclops CP-10-Z Cyclops CP-10-Z Cyclops CP-10-Z Cyclops CP-10-Z Cyclops CP-10-Z Cyclops
(965) 90 Tons (965) 90 Tons (965) 90 Tons (965) 90 Tons (965) 90 Tons (965) 90 Tons

5 BNC-3E Banshee BNC-3E Banshee BNC-3M BNC-3Q Banshee BNC-3S Banshee BNC-3E Banshee
(1223) 95 Tons (1223) 95 Tons Banshee (1267) (1151) 95 tons (1323) 95 Tons (1223) 95 tons
95 tons

6 AS7-D Atlas AS7-D Atlas AS7-D Atlas KGC-0000 King AS7-D Atlas ANH-1A
(1557) 100 Tons (1557) 100 Tons (1557) 100 Tons Crab (1401) 100 (1557) 100 Tons Annihilator
Tons (1150) 100 Tons

1a

2a

3a

4a

5a

6a

58

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